#3d-modeling

1 messages · Page 134 of 1

cobalt adder
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oh em g wolf man from movie

pallid apex
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They are unwrapped

young vault
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Automatic or manual, etc.

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And where are seams placed

echo palm
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Having a problem applying a material to this basic 6 sided object. The material does apply correctly to other objects.

echo palm
astral gyro
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am I allowed to post renders in here of something I have 3D Modelled?

pallid apex
young vault
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Did you check in the UVmap if that area had more than like 1% allocated?

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Cause it's really dumb if you don't do apply transforms in object mode

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It can make the biggest piece of geometry the smallest in the UV even if it's supposed to do the opposite when properly setup

pallid apex
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i made a new floor that im testing out

young vault
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I assume those long bars are the part that's messed up?

pallid apex
young vault
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Ah, lul

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But, ya, smart uv project is dumb uv project unless you make sure all scales are a 1 before you do it

onyx berry
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I think I must be doing something wrong baking my textures, the colors in unity seem complete off compared to the procedural material in Blender. How can I fix this?

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It's seems to be an issue with how unity and blender handle colors when it gets to the display, but there's gotta be some way to correct for this.

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Here's it again, but with baked textures on the blender version :/

supple garnet
spiral sigil
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just working on a random knight im just confused on if anyones got some techniques to make fluff like that seen on the wickerbeast model

onyx berry
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I think also the way normal maps catch light in Blender is really different from Unity

onyx wind
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Does anyone know if there is a way I can use the knife tool on an imported Vroid Studio model's transparent parts without completely breaking the existing shape keys?

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So I can make it work without transparency

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Like, some sort of "inherit shape keys from nearest vertex"? sort of thing???

supple garnet
onyx berry
supple garnet
onyx berry
faint gulch
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???

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Okay I guess reposting the question without the image:

I have a low poly model, and I was wondering if it was possible to instead of having a modeled mouth, to have my talking animations replaced with swapping out the textures with an open mouth, or a closed eye for blinking, etc. etc.

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Posting the image of the model separately so the bot doesn't yell at me

onyx berry
# faint gulch Okay I guess reposting the question without the image: I have a low poly model,...

I have something similar for the eyes on the avatars in the screenshots I posted. I haven't figured out how to do it without a custom shader, but basically I have a grid of images in a texture, with the eyes UV unwrapped to the first one, then I offset the UVs with parameter and snap the parameter to whole numbers. No clue why I didn't just use integers..

fixed4 c = tex2D(_MainTex, IN.uv_MainTex + half2(floor(ImageX), floor(ImageY)) / 10) * _Color;
faint gulch
onyx berry
faint gulch
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Okay, thank you.

I should also say that this is a commissioned model that I got permission to edit from the person I bought it from, so I'm a bit uhhhh

clueless to say the least when it comes to this.

tough plover
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@onyx wind make your changes on a new shape key, then apply the shape key to basis at the end

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also, cut along the existing edges

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don't create new vertices in the middle of a face

faint gulch
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Yeah no I've been trying to figure this out, what the hell is the code for? Can anyone please help me out here?

devout scroll
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Are you doing this for quest

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Because there a few ways to handle 2d face and lipsync stuff

faint gulch
devout scroll
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well

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you can use the ancient method of faceplates, where you copy the mesh for the mouth and put a different texture on it, then using a blendshape scale it to your mouth. There's old videos about it or you do with in unity with a shader

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if you want to do vtuber stuff you'll have to set that up separately in unity from vrchat because vrchat uses it's own way to tell your avatar what mouth shape you're doing

faint gulch
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Damn. Understandable tho. For the method you mentioned of Faceplates, does that translate over to Unity as well as VRChat?

devout scroll
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yes, it could look janky if you don't set it up correctly

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because they're not instant and can clip into each other

faint gulch
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:thonk:

devout scroll
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shader based stuff would look a lot better but has it's own limitations as well

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there's more setup to do and if someone disables your animations they won't see it

faint gulch
devout scroll
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if going for shader based you can have a texture with all mouths on it then just pan the texture in an unity animation. if using a custom shader like poiyomi you can use a flipbook which will let create a flipbook out of different images of your mouth shapes where you can select the frame manually

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you'll still need to setup an animator that decides when to show which mouth shape

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it's not hard stuff per se, but there are a few different things you need to know

spiral sigil
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any tips on how i should do the chest here

devout scroll
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depends on what you're going for

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do you have a reference?

manic spade
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i hate anatomy

swift halo
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you do it well though

thorn gulch
fallow osprey
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What methods do you guys use to make hair for your characters?

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I tried using curves in blender but they add soooo many polys that I've resorted to doing simple meshes :/

tough plover
fallow osprey
tough plover
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that's because you're not reducing the resolution of each curve

fallow osprey
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Ideally I'd have like 30 different splines to cover the head

tough plover
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and the amount of verts

fallow osprey
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I see

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Ok I think the issue was that my hair controller resolution was set as default, so even though I reduced the resolution of each curve, they had a lot of verts on each point

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Versus

cobalt adder
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im working on my first avatar:D

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does anyone have any tips on how to model the eyes/mouth?

devout scroll
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best is to probably find creators who stream and look at how they do it

quaint jasper
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Or find a downloadable base you can study

manic spade
fallow osprey
manic spade
fallow osprey
manic spade
vague junco
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Help lol

winter palm
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Is my bounding box suppose to be tilted? If not, how do I fix it?

quaint jasper
quaint jasper
winter palm
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I applied my transforms, still tilted

manic spade
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any foot experts got criticism for me

devout scroll
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Should be hips

dim saddle
waxen lake
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any1 know how i could fix this?

nimble glade
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Does anyone know anything about Blendshape Drivers?

tough plover
nimble glade
# tough plover can you elaborate on what you mean by that exactly? I think I know but just maki...

Mainly when I move the thigh bones on my model, some of the topology flattens out and looses it's shape and I want to correct that using blend shapes drivers. Been working with tutorials and nothing is working. I want to make it so the Drivers active the blendshape in increments depending on how much the bone is rotated on a specific access. Full 90° will have the blendshape to 1 and 0° it'll be at 0. Hope that makes sense 💦

tough plover
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can't do that

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well

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not simply at least

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you could technically use a pair of contact senders/receivers and drive a float using that to then drive a blendshape

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but the simpler solution here is control bones

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using extra bones to preserve the volume of part of a mesh

nimble glade
tough plover
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if you know how to rig models, it's pretty straightforward

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if your example was referring to the butt, then add extra bones for the butt and either have them parented to the hips or to the legs (depending on what looks better), or have them parented to the hips but with rotation constraints at a lowered weight

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so that the can basically follow the legs 50%

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or whatever value you pick

nimble glade
# tough plover or whatever value you pick

I'll have to play with it, I don't know how this'll bode in VRChat and hopefully it won't go over bone Count. I was hoping to use blendshapes as it seemed a bit easier at first. That and it might help me out a great deal with the eyes as I usually have trouble keeping them in place or moving correctly. Usually the eyes don't move on my models as I'm still figuring out how to correctly do eye tracking too

raw glade
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Unity is saying my model "has an invalid Avatar Rig Configuration. Missing or invalid transform:
Required human bone 'LeftFoot' not found", but left foot is there. I don't understand this...

tough plover
raw glade
tough plover
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okay, those knee target bones and the root bone can go

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check if those foot IK bones do anything via pose mode. if they do, leave em, if they don't, remove em

raw glade
raw glade
tough plover
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okay, there are most likely still a bunch of constrains set up

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the CATS plugin can easily remove all of that for you. you'll need a more stable blender version though, like 2.93.9 (latest LTS release)

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grab that blender version, and install the CATS plugin. make a copy of your blend file, and try opening it in that version

raw glade
tough plover
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up to you. you probably don't need most of the features that version has over 2.93.9

raw glade
tough plover
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click the Configure button

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make sure all of the bone mappings are correct, and go Pose > Reset pose

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then Done, then Apply

raw glade
tough plover
raw glade
# tough plover

I did the reset, but it didn't clear that error... and apparently the feet aren't there, according to it. XD

prime zenith
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Hi. I am saving a .png image using GIMP, it should look like the Alpha on the right, but the RGB looks like on the left.
Why is this and how do I fix this ?

unborn acorn
raw glade
crude trail
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What's the right way to export from Blender into Unity as FBX? I've got some whack rotation going on and I've tried a bunch of settings in the FBX export but to no avail. Some tutorials suggest rotating my avatar in Blender before exporting it but that's stupid.

crude trail
# cinder cradle this

Seems to lead to my avatar being upside down and in the ground 😕 it looks fine in Unity so not sure what has happened

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Also all of the menus/HUD go missing too which seems very odd

cinder cradle
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maybe u pressed ctrl+space

crude trail
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What does that do?

cinder cradle
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hides menus in blender

crude trail
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How would hiding the menus in blender make the menus/HUD go missing in VRChat 😁

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Sorry I guess I wasn't clear

cinder cradle
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then say it's in vrchat

crude trail
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I assume my armature shouldn't have this rotation on it in Unity - it's something coming through with the export and resetting it to zero makes my avatar face down in Unity.

cinder cradle
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then for u -Y is up

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change it in blender

crude trail
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Changing it to -Y as up doesn't seem to do anything, but when I mean facing down I mean they're lying down, not upside down

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So I don't think flipping the Y axis is the fix?

cinder cradle
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try other axis then

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no idea which since haven't seen ur project u need to figure it out

crude trail
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Z is up in my Blender project (with -Y being forwards) and Y is up in my Unity project (with Z being forwards)

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So Y as up seems to be the right export option

cinder cradle
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then try exporting z as up and -y as forward

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as for your avatar being underground maybe origin point is on center not below avatar

crude trail
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Yeah turns out the idle pose exported from Blender was a bit mashed, I also had to reset the pose for the humanoid rig and that seems to have sorted it.

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Now to save these export settings as a preset 😁 cheers @cinder cradle

spiral sigil
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just working on my first humanoid just wondering if theres any tips anyone would like for me to know when modelling basic characters.

unborn acorn
strange sorrel
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Does VRChat clamp blendshape values to [0,100] or [-100,100]? I was trying to set up something with values > 100 in unity but not seeing that change in world.

quaint jasper
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0,100 specifically

strange sorrel
quaint jasper
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It does, but if you're talking about blendshapes specifically, then those are much harder to get to 100

strange sorrel
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@quaint jasper Basically just wondering if I wanted 50% more range on a blendshape, I can change blender shapekey range to 0-1.5, re-export the FBX, then set that blendshape to 100 in Unity and call it good.

quaint jasper
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Ah, in that case you'd want to make a shapekey mix to get that 150% become the 100% on a new one and export that instead

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Afaik, fbx export also clamps it to that 0-1 value range

strange sorrel
sinful mesa
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I cant figure out how to fix this issue
when i view my model in viewport shader it displays all messed up
resetting vectors didnt work and neither did recalculating outside

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it also looks like this when I try to import my model into marvelous designer

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all of my normals seem to be facing the right direction

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it even looks fine in the original project file, it just gets messed up when i export as FXB

low crypt
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Wondering if anyone could make me an avatar

azure rain
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nobody's going to make you an avatar for free

low crypt
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Just asking

trail python
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for money, sure

exotic obsidian
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Axoloading!

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I know its quite simple, but I think it looks pretty cool

spiral sigil
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i have no idea on how to make the lower legs look more natural

tough plover
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in your FBX import settings, enable "Legacy blendshape normals"

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(in unity)

devout scroll
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and also if you think about how feet bend up and down the sharp bit at the bottom would dig into the foot if it moved up

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so you might want to put the sharp bits on the sides instead of the front

tough plover
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nice, glad that did it

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the SDK should have warned you about that though

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in the build panel

unborn acorn
exotic obsidian
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Luke Skywalker's self-made Lightsaber

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Here's the Hilt

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Obviously I used a reference, but I'm still proud of myself

devout scroll
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nice!

worldly pulsar
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so im trying to get into using unity for vr chat avatars how long do I need to wait for me to be able to use this?

pallid cradle
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You need to play the game more

worldly pulsar
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20 hours not enough?

pallid cradle
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No

worldly pulsar
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I think it might be because I am logged in through steam not through vr chat

pallid cradle
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18 hours isn’t enough

cinder cradle
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steam account lv ups slower

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merge steam account to vrchat account

worldly pulsar
pallid cradle
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You can’t upload without a vrchat account regardless

worldly pulsar
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how

worldly pulsar
pallid cradle
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Website

worldly pulsar
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ill take a look

cinder cradle
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go to steam account in game find in settings "upgrade account" and copy token and in website u paste this

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in merge tab

worldly pulsar
cinder cradle
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when u login u gonna always be on vrchat one even if u login through steam

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after merge

worldly pulsar
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ah okay thanks

surreal lance
pallid cradle
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no

surreal lance
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Yes?

pallid cradle
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you likely wont get new user until at least 50 hours if you're lucky

surreal lance
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I get new user in about 9.5 hours maybe?

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So...

pallid cradle
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making friends and exploring worlds helps

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being afk doesnt

surreal lance
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Yes i know

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I spam playing among us

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For this spesific reason

azure rain
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?upload

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

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

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

obsidian nova
tardy dome
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dunno if this is the right place to ask, but why in the world are the textures completely broken and why is he semi transparent?

fallow osprey
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What are some typical methods of modelling eyes? ._.

foggy granite
pine raft
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Sculpting a kobold

fallow osprey
foggy granite
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np

queen hill
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Hey yall so I'm trying my hand at weight painting. I can't see how to populate the list of vertex data on a jacket to bones that I added my self after I started the editing of the avi. Like adding bones for a strap on a jacket for example. In blender btw

trail python
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just make new vertex groups and name them exactly the same name as the bone you're weight painting

cerulean shoal
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stopped procrastinating im nearly done

spare kiln
spare kiln
sterile bluff
spare kiln
spare kiln
quaint jasper
# spare kiln

Are you exporting out with ID masks ? Wondering if you're packing that way for convenience or if there's another reason

quaint jasper
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So you make your own masks manually in substance ?

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ID maps is just vertex color, vertex color is shader based, although not supported on quest iirc

quaint jasper
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Yeah SP can be very fun

azure rain
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yeah substance painter is very helpful

white dock
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Alright, i just got unity, what else do i need to upload avatars to vrc?

cinder cradle
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vrchat sdk from website

white dock
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why 2019?

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gaddamit

cinder cradle
white dock
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i just got done installing the 2021 version

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ill reinstall it now

cinder cradle
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that's why u do research before starting

white dock
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i will admit i got ahead of myself

cinder cradle
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at least u admitted unlike some people

white dock
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i just wanted to edit the avatar that i brought off of booth, ive been waiting forever for this lmao

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I can only find 2019.4.39f1

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alright, i have the correct version installing now aswell as the sdk is downloaded

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oh my bad i thought i was in user support

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ill make sure to ask in the correct channel next time

spare kiln
onyx berry
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I'm going to have a non-robot version and optional fluff and simpler material too, but I wanted something more in line with my other work (and honestly a bit gimmicky) to get it to stand out more.

prisma berry
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would anyone be willing to help me on blender?

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actually sorry forget it

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how do i fuse the parts of a an object

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how do i fuse em

onyx berry
prisma berry
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yes

onyx berry
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Go to OBJECT mode and do Ctrl+j
Blender calls it "Join"

prisma berry
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but in object mode they dont apear

onyx berry
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Are you in "Local" view or have them hidden in the Inspector?

prisma berry
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im preaty new so i dont get what that means

onyx berry
prisma berry
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all i see

onyx berry
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And you can do h to hide and Alt+h to unhide everything

prisma berry
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its now what im serching for

prisma berry
onyx berry
prisma berry
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i want to undivide it

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nothing else

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i wanna make the sections myself after that

onyx berry
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Hmmmmm

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Is the pixel art on the skin a texture?

prisma berry
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texture i think

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i mean sub divide creates more divisions but unsubdivide does nothing

onyx berry
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Are you trying to change the beard?

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It doesn't appear to be subdivided

prisma berry
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it is subdivided

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you see the lines?

onyx berry
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Also unsubdivision is slightly messy and often not perfect

onyx berry
prisma berry
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and how do fuze em

onyx berry
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Alt+j iirc

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Or hit X and do "limited dissolve"

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They might both fail (silently) if they can't figure out a way to get the shapes you have without triangles

prisma berry
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wierd still separated but better

onyx berry
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Are you trying to change the beard or the skin?

prisma berry
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no

tough plover
prisma berry
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i wanna model it to be rounder but for that i want to make my own splits

onyx berry
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Ah

tough plover
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rounder? doesn't that defeat the purpose of pixel art

onyx berry
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You could use vertex bevel for that

prisma berry
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why is it tsill divided

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cos im new and thats how i know to do it

pallid apex
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anyone know a way to convert a maya mb file into an fbx or obj?

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i have this asset i want to import but afaik its incompatible with blender

onyx berry
# prisma berry cos im new and thats how i know to do it

The vertex bevel method might be easier, it's just a modifier. It might not be the best option if you have shape keys though. (But everything we just did probably broke them anyway) I can't send a screenshot, so here's a photo

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(I'm out of town and my carrier does some anti-consumer shenanigans with hotspot connections so no internet on the computer)

fallow osprey
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L e a t h e r - j a c k e t

grave aurora
quaint jasper
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Epic

grave aurora
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Model has been done for a few weeks but wanted to get around to making some portfolio work to show potential employers :)

cerulean shoal
#

LOOKS SO SILLY!! love it 😭

spare kiln
spiral sigil
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oh no bro

surreal ibex
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Has anyone ever had the issue where when exporting an FBX from Blender, all of the rotations are off by 90 degrees in Unity? I've gotten some advice on how to fix this when exporting, but I must be messing up some exact step.. I need a REALLY dumbed down set of instructions or for someone to hop in a call and see what it is I am doing wrong. I'm feeling really dumb that I can't fix this. I feel like 5 mins of someone's time would help me move on from this...

cinder cradle
surreal ibex
# cinder cradle check this convo it might help i think u have same problem https://discord.com/c...

This is really close to the issue I was having, but this is one of my issues: Avatar appears normally in Unity but 1) the eye rotation is off by 90 degrees. I have to offset the eyes by 90 degrees to get the eyes to alight forward. This avatar is a decimated version of a PC avatar and is being used to convert to quest, so it breaks many of the animations as well because of these off rotations. I was told I had to rotate the model -90 on the x, then apply transforms.. but its the steps after that where I'm messing up I think...

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I'd also like to make it work with Better Exporter instead of Blenders default exporter.. I have lots of glitches when using the native Blender FBX exporter.

cinder cradle
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i never had issue with default exporter

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no idea why u would need rotate it in any way after making it quest version

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i never had such issue

surreal ibex
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I'm assuming the import settings were messed up (I'm not the only person working on this model) and that was a big reason this started.

cinder cradle
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do you use fbx exporter?

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in unity

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i always use this one

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to be sure i doesn't mess up

surreal ibex
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no, we imported the FBX from the original project in Unity.

cinder cradle
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hmm it can easly backfire

surreal ibex
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Yeah, I'm seeing orientation settings for the importer.. I'm guessing they weren't set to Unity orientation. :/

calm sandal
#

The model is almost done just need to figure out the hands

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Very simple for learning purposes

calm sandal
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the modeling I got down for the most part

tough plover
surreal ibex
pallid cradle
spiral sigil
pallid cradle
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Ay

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Muscle man was a classic

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Zoomers are too young to understand

spiral sigil
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OH NO BRO

fallow osprey
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How do you get the outline effect in blender? Does it port over into unity? :o

tough plover
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doing the same thing in blender would require some more wacky stuff

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and it wouldn't port over

minor palm
# fallow osprey How do you get the outline effect in blender? Does it port over into unity? :o

Outlines are something best done by shaders, which are not compatible between Unity and Blender. I'd check out Poiyomi's shader for Unity, as they have an outline varient that would do what you're looking for. Otherwise I'm personally not as familiar with achieving outlines in Blender, but tmk the are some tutorials and documentation on the topic that are only a Google search away.

quaint jasper
#

With the pose library it's actually super fun to do !

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Model looks great

fallow osprey
fallow osprey
prisma berry
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anyone know a place where i can get a free sample of a guy fawkes mask?

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even a shitty one

spiral sigil
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pepe?

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the frog?

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im assuming vrchat doesnt recognize it as a hate symbol anymore since it used to be a rule in this discord server againt it but its been removed for a year or so

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u can blame me if you get your avatar removed but im nearly completely certain its allowed

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worse case it gets taken down

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U could email vrchat

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for an official answer

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email is at bottom of #faq

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if they do say its not allowed I will vehemoneldtttt protest !

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yeah that was probably when they were airing on the side of it being a hate symbol

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olden days

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dunno I wasnt on this game before 2019

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well I mean its kinda like if enough people use it as one then it becomes one

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I dont think anyone does anymore afaik so

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hmm what should I try to model for my first project in months

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months of failure and terrible discipline

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no

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they are currently the bane of my existence

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hmm I haven't done any furniture yet

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yeah same

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I also plan to slowly go through the entire documentation and note down what I havent realised was a thing yet or feel is important to write down

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which to be honest is something I should of done from the very start

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aa what do you call this thing specifically that you can push up and down to adjust the height

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reverse google img searching isnt getting me it

cinder cradle
spiral sigil
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yeah

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that actually would be cool to make too

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I might just go for that since I can find plenty of reference w that

quick thunder
#

I was outright blocked by VRPill for using a Pepe model at some point

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🗿

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never banned tho

spiral sigil
#

spicyyyy

fallow osprey
#

Hey, does anyone know of a way to convert a mesh into a png texture? Cuz I like this but it's naturally a bit too heavy on performance 😄

azure rain
fallow osprey
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Cuz I also want to make fishnet with the same method, but that requires some kind of transparency in the texture

azure rain
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yes you would bake it to a low poly version of it

fallow osprey
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Ok sounds good

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Thank you

spiral sigil
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oo I wonder if its viable to make cloth textures in a similar manner

spiral sigil
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i gave up on it

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i dont well procedural textures know enough and i dont have motivation

#

the style i really like anyway is always the handpainted stuff and i cant draw for the life of me but ill try again tonight

tough plover
#

you can either sculpt the cloth details in a mesh and bake it, or do it in Substance

manic spade
#

its not awful i dont think? have to blur cuz stupid bot

#

didnt bother with patch topology on abs or anything because i cant imagine those will ever need to deform any way but laterally

#

dunno if there are any topology experts around but im not sure if i should insert tris at the elbow joints for better bends

tough plover
#

could probably reduce poly count and bake detail into a normal map

manic spade
#

if i reduce any more the fingers will be too low res

#

for my liking

tough plover
#

apart from that the topology looks quite good

manic spade
#

i have a high poly sculpt already

tough plover
#

then only reduce it for the body

#

and not the fingers

manic spade
#

the vertical edge loops on the torso connect to the fingers

#

unless you mean just get rid of some of the horizontal ones

tough plover
#

still WIP but you can see how low you can actually go

#

horizontal ones are the main ones ye

manic spade
#

i know you can go lower

tough plover
#

and around the arms for example

manic spade
#

yeah i cant decide how long to make the polys on the arms

#

i guess they dont need to deform much apart from at the joints

tough plover
#

precisely

#

you only need extra geometry at the bends

manic spade
#

the joints you have will bend weirdly though

tough plover
#

everywhere else barely needs anything

#

they won't

manic spade
#

A is a better deform than B

tough plover
manic spade
#

maybe it doesnt matter as much at higher polycounts

tough plover
#

you can see that extra face here too

manic spade
#

A is a tri in that case

#

collapsible

#

i've gone kind of high on the limbs and torso only because im not sure how much you need for twists in fbt

#

to avoid ugly artifacts

#

like if they are disproportionately long i think they wont twist nicely

tough plover
#

I can safely say that you can definitely get away with reducing the amount of loops and it will still deform fine

manic spade
#

mm alright

#

maybe im overestimating how much you need for it to look good in vr

tough plover
#

100%

#

almost feels like you're trying to make it look good for movies lol

manic spade
#

its around 16k tris

#

i might just be pedantic

manic spade
tough plover
#

for?

#

entire avatars or just bodies

manic spade
#

bodies

tough plover
#

too much lol

tough plover
#

the entire base model that I use including the head is 28k

#

and that works really well

#

so I definitely think that 40k for just the body is too much

manic spade
#

they always deform weirdly

#

i feel like i've only ever used a few models where they looked really nice

tough plover
#

yea, it's fine if you add extra loops in key places on the fingers to make them bend better, that's fine

#

but what's not fine is taking that same density of geometry and having that across the entire model

#

not that I'm saying that's what you're doing, but I've seen shit very close to that lol

manic spade
prisma berry
#

anyone get a shitty v mask object for blender they can give?

bright steppe
#

Am I spending way too long to make a boring arcade game that I'm too nostalgic for? maybe

#

but it's an excuse to learn Substance Painter and get better with Udon

bright steppe
#

Hehe yus I'll update progress ~ I plan to make it fully functional

tight quartz
#

Hi! How do I cut this part out so I just move this part? I forgot how to do it. '_>'

#

I accidentally ctrl + d the left part and I dont want them to be linked.

cinder cradle
#

but have face selected not edges

tight quartz
cinder cradle
#

u need to be in edit mode

tight quartz
#

Still moves it

#

Sure yeah then I can but

cinder cradle
#

then u can do separate and selection

#

dont have them both selected tho

tight quartz
#

Ah yea there we go, seperate. Ty <3

#

I forgot how to do it.

cinder cradle
#

tip for u is to use P in keyboard

#

it's shortcut

spiral sigil
midnight valve
#

thoughts on this hair?

#

im a bit unhappy with the front personally but dont really know how to improve it

midnight valve
devout scroll
#

add a nose

#

that'll give the face a more.. facy look

prisma berry
#

would anyone be willing to help me with my avatar? im trying to assign something as the head but im really new and dont understand how

prisma berry
#

would anyone help me with a vertex group problem?

devout scroll
#

select the mesh in edit mode, select thr head vertex group and press assign

fallow osprey
#

Ok so I'm UV unwrapping atm and I'm wondering if the higher resolution at the seam on top of the chest could cause problems. I'm not sure how to even it out for the breasts

#

So far I've noticed UV stretching is most prominent in the armpit, the breasts and the heels of the feet

#

Palms too

quaint jasper
#

if you want consistent texture quality, yeah texel density is important

fallow osprey
quaint jasper
#

if there's no detail, then UVs won't matter at all thumbsup

calm sandal
#

Done. Now to figure out texture painting

manic spade
#

decent bake?

#

wireframe

#

around 15k tris

manic spade
spare kiln
#

lookin good

manic spade
thorn gulch
manic spade
spiral sigil
#

itslike king cobra dinosoar

quaint jasper
manic spade
#

i stared at bodybuilder knees

quaint jasper
#

Fair enough, that might be the norm for them !

manic spade
spiral sigil
#

too much muscle imo

#

around the knees of that guy it looks like normal leg but the thigh muscles above are like geez wow extra

#

idk just doesnt feel rlly proportionate

quaint jasper
#

In that case your sculpt is closer to that image than of a normal person thumbsup

spiral sigil
#

consider that GOOD

manic spade
#

im gonna die

thorn gulch
manic spade
thorn gulch
mortal zodiac
#

wip of my oc

manic spade
#

no

#

its my own

#

what does panda's look like

#

no its my own sculpt

#

thanks

#

maybee

exotic obsidian
#

IDK if I'll ever rig this, but here's a little axolotl boi

spiral sigil
lone blaze
#

Currently working on a v3 of my avatar

#

Here’s what my current one looks like

nova roost
#

i was working on this months ago and i never finishde it

spare kiln
#

the hair is awesome

spiral sigil
#

kinda reminds me of raiden shogun

nova roost
#

yeah it is raiden

#

ill probably finish it eventually

#

tyty

spiral sigil
#

oh perfect then

safe schooner
#

so im just learning blender, and ummmm.... i kinda fricked up and how to made donut grey again instead of transparent (idk if its the right channel to ask)

glad steeple
#

or press z and select from the four options

safe schooner
#

tysm!!!!

spiral sigil
#

or alt+z if ur cool

#

wait so yknow how there are raster images and vector images

#

and in 3d your models are polygons

#

what if you could have like mathmatical equations perfectly representing 3d objects without polygons

#

im probably misunderstanding something integeral on why thats not already a thing

tough plover
#

it's called Nurbs modeling

spiral sigil
#

fr?

#

dang

spiral sigil
tough plover
#

yes

spiral sigil
#

I think im learning both in my future drafting classes for school

#

lookin

#

forward

fallow osprey
#

How can I convert a 3D fishnet mesh into a texture?

spiral sigil
#

.

spiral sigil
#

my messGes might be sending multiple times there is lightning making my wifi go off and on

quaint jasper
#

100% a transparency texture thing, no one uses a mesh

fallow osprey
#

That's what I was thinking because I have the additional mesh above the legs which I can bake the fishnet onto, but I'm not sure how you would do it or whether it could even have alpha values attached to it in a PNG file

#

Alternatively I have a square crisscross texture but I was worried about it stretching awkwardly when I already have something that fits decently around the legs

#

@spiral sigil

fallow osprey
#

Although I think I have seen some avatars use 3D fishnets >_>

lapis smelt
#

theres a bumpy line in the center of the face, mirror modif btw, any ways to fix it?

spiral sigil
#

If ur okay with giving me the assets I could try messing around with baking but I def can't guarantee anything lol

harsh saddle
feral sable
spiral sigil
#

I am trying to do weight painting for the first time however I am having an issue

#

when i go into weight painting mode I can't see my mesh at all

spiral sigil
#

it just appears as orange lines

restive mirage
turbid vale
#

ok here we are

#

can't say it helped

#

yes

#

oh yeah you're right

#

maybe using realistic lightings in poiyomi wasn't the best idea

#

thanks a lot though

#

yep, it's definitely not a problem anymore, just need to make it look good now

#

thanks

unborn acorn
#

sculpted some veins

toxic knoll
#

Do you think this is enough topology to try sculpting eyes and other features?

quaint jasper
#

You'll move the topology around a lot, more likely will create what you need over time

toxic knoll
#

cool cool. I always get nervous about sculpting because it usually comes out really messy and disproportionate.

#

But it's not bad right now, especially without a reference.

harsh saddle
#

Looks good. You can handle a fair amount of the finer detail with a normal map.

devout scroll
#

nothing wrong with bad topology at the beginning since you can just remesh

#

get the big shapes done first then sculpt the detail later

toxic knoll
#

I'll try it out. Just trying to figure out what large shapes I wanna use

harsh saddle
#

Yeah, I do all my initial work of building out the form using the sculpt mode and dynotopo and then just retopologize on top of that, much easier way to experiment with the form but you basically have to make the model twice.

thorn gulch
toxic knoll
#

very cool

toxic knoll
#

update. Hasn't fallen apart yet.

sharp flare
#

aye I came looking for a hero

I'm making a self-project (meaning im not gonna post it anywhere)

and for it I need a 3D Model of Thomas The Engine

anywhere I can find one? since I have no clue how to use blender

Thanks in advance! :>

harsh saddle
sharp flare
#

hey, trying to work on my personal project and as a part of it I'm making a cave that looks about that :
https://youtu.be/cccqm4o3vXU?t=665

I have a prefab of the flowers with a point light and I started scattering them across the room which ended up causing HUGE fps drop (from like 200 to ~14)
I have disabled shadows for the point light and the performance did improve but apparently the big amount of meshes causes performance issues as well, I know this because I've tried baking the meshes and it improved the performance back to normal, but the issue with that is that the baked mashes don't have the point lights I created.

Any thoughts?

thanks a bunch !~

Nier Automata - Lunar Tear Trophy Guide (Emil's Memories Side Quest Walkthrough)

To get the "Lunar Tear" trophy, you need to first complete the main story mission in the forest, which ends in the fight with A2 in the Castle. Once that's done, talk to Pascal and complete the Forest Quest. Now, Emil will spawn. He can be found driving around near...

▶ Play video
harsh saddle
#

Can't you add the point light back in? Do they not receive light anymore?

fallow osprey
pallid cradle
#

ok i know edge loops are optimal... but no one said anything about edge roller coasters...

pale grail
#

i have 9 tails from 1 model and i have the model i want to parent it to, when i try to parent the tails to the hip bone they have a greyed out text when i click parent. why is that

quaint jasper
pale grail
#

yeee i thing i figured somethin out ikll try it later

devout scroll
#

So ctrl+p with hips selected last, hold alt and click keep offset

#

Holding alt let's you apply whatever setting change to all selected in more than this case

#

I would make a root bone for the tails tho if you want them to be dynamic. You shouldn't put physbone scripts onto humanoid bones

#

@pale grail

spiral sigil
#

wait how do i add a collision to a thing in blender so it has one when igo to unity

spiral sigil
trail python
#

uh mesh collider?

spiral sigil
#

nah that doesn't work

#

it says ill fall through it apparently

devout scroll
#

what are you trying to do

#

you can do mesh colliders only for worlds

spiral sigil
#

thanks pum pum

thin shadow
pale grail
#

@devout scroll thx

spiral sigil
#

Could someone make me a Johnny sins(Face) 3D model

north ocean
#

not sure if this is the right place for asking for help but some of my vertexs arent showing dots on them and i have a hard time trying to select them

fallow osprey
#

Is the face a separate object from the rest of the head?

north ocean
#

nope not that i know

obtuse snow
#

does anyone know how to dissolve vertices without removing the face as well, because im trying to model a hand, but when i dissolve the vertices, it leaves a hole where a face once was.

north ocean
#

the face is part of the body but i dunno why its causing this

spare kiln
#

click the head, shift-click the body,

#

ctrl-J

#

then press tab to see if its fixed

north ocean
#

oh no, the head is attached to the body its not seperate from it

spare kiln
# north ocean

can i get a ss of the viewport when u have the mesh selected in object mode>

north ocean
#

ss?

spare kiln
#

screenshot

north ocean
spare kiln
#

can u try object mode

north ocean
#

in object mode

spare kiln
#

thats rlly odd

#

try exporting the mesh and reimporting

#

into ur scene

north ocean
#

that seemed to have fixed it

spare kiln
#

awesome!!

north ocean
#

thenk ^^

gray geyser
spare kiln
gray geyser
#

Thanks! I’m just adding some finishing touches to him

gray geyser
cinder cradle
gray geyser
#

Oh wait lol

#

Just noticed

spare kiln
gray geyser
#

Thanks!

bitter crest
#

is there anyone here who would be open to texture and rig a model for me

harsh saddle
#

There are lots of avatar creators out there but you can easily spend a few hundred dollars or more to commission them. I don't know of any automatic texture options but Mixamo does a decent job with rigging if we're talking a basic humanoid.

bitter crest
#

idk if you could call it humanoid

#

plus its just simple colours anyway

#

for this guy

harsh saddle
#

If you've already got UVs, you could probably just get away with assigning basic colors and baking them in Cycles https://www.youtube.com/watch?v=eYvgFWEiNp8

Check out Sketchfab 3D models: https://shrsl.com/3b1vs (Affiliated Link)
Apply to become a seller: https://bit.ly/skfbstore-apply
Forgot to mention in the tutorial: The sample count will effect the bake. So if you turn the sample count down, then it will bake faster.

In This Blender Tutorial, I will show you how to do Texture Baking.

Procedur...

▶ Play video
bitter crest
#

oh ok

#

thx

quaint jasper
#

Looks like a fun model !

steady zealot
#

a Karambit I made today

#

560 Tris

devout scroll
#

so either slide them across the edge (press g twice) to another vert then merge by distance, or use the knife tool (K) or join different verts (J) to create the edges you want to have in the end and then dissolve the verts that you don't need

spare kiln
#

Sick

potent comet
#

How does my topology look so far? This is my first 3d modeling project and I'm not sure how the limbs are supposed to stretch so im just doing what feels right. Anyone have any critiques?

quaint jasper
#

That topology needs to be smoothed and spaced evenly in most places

quaint jasper
#

front and side view ?

potent comet
#

yeah

quaint jasper
#

What does it look like ?

potent comet
quaint jasper
#

Ah so no topology reference, I'd highly suggest you find one for a woman body, that way you'll get a clearer idea as to what you need to aim for

potent comet
#

like something like this?

quaint jasper
#

Sure, you can also find tons of reference by looking at the images of bases being sold on Artstation to get an idea https://www.artstation.com/marketplace/game-dev/resources?section=trending&q=base female topology

potent comet
#

sweet, thanks!

nova roost
#

this is my wife she is very pretty

fallow rain
#

moment when you spend a huge amount of time on a model only for every attempt at rigging it to not work and you're stuck with a t-posing cat

harsh saddle
#

Have you tried Mixamo? It's usually pretty good but it does sometimes struggle if you stray too far from humanoid.

winged kiln
#

first time using blender and making an avi from scratch. Quick question, am i able to change the Levels Viewport to 2? Or do vrc models require it to stay at 1? i just dont want to screw it up and have it get all funky on me in game

prisma berry
#

this a good hand?

harsh saddle
# winged kiln first time using blender and making an avi from scratch. Quick question, am i ab...

In your subdivision modifier? I think it depends on your export settings whether modifiers get applied or not but you can see what your polygon count is in the statistics window. Quest avatars need to be below 15k polygons, I believe, to not be very poor and thus blocked from display by default. You can get away with a lot more on PC but it's still good to be conscious of other players' performance so I'd shoot for south of 50k at most.

potent comet
# prisma berry this a good hand?

I'm not a professional by any means but I would try to add more vertices around the joints for a better skeleton. If you plan on adding any gestures, the knuckles (and maybe the wrists?) might create some weird stretching in the polys.

Once again though I don't really know my way around modeling/blender enough to give a definite reply, I'm kind of curious though if anyone more experienced knows.

I personally would try to add a skeleton and use weight painting to test out how it would bend at the joints and adjust as needed.

prisma berry
#

what im working on

sage moat
#

Hii, can anyone help me to convert my PC Avatar into a Quest Avatar?

#

I'm new to it and I don't understand much about Unity yet D:!

upper canyon
#

Sippbox has a very good tutorial

upper canyon
# sage moat Hii, can anyone help me to convert my PC Avatar into a Quest Avatar?

Did this video help you? Consider sending me a tip on Ko-fi! https://ko-fi.com/sippbox

Making optimized Quest models is hard. But it doesn't have to be! With recently updated polygon limits and fallback avatars, it's a better time than ever to create something that represents you to Quest users! Hopefully this tutorial will help you out!

0:00 ...

▶ Play video
#

Got it!

#

Though if you don't understand blender all that well, I'd recommend you to get comfortable with the tools it has before trying to convert an avatar, it can be anything from a nice stroll to a marathon in flames.

sage moat
#

thank you so much mate

thin lily
#

ok, so when i weight paint in edit mode, when I'm working on, say, a lower arm bone, do I highlight and assign the hand and fingers too, or will they follow along naturally?

#

like, highlight and assign the hand and fingers with the arm to that lower arm bone

#

same with highlighting fingers when weight painting the hand

harsh saddle
#

No, you want to weight the polygons of the area you want the bone to effect to the bone you want to do the effecting. The hand bone will follow the arm bone if it's connected in the rig but if the hand is weighted to the arm bone, then those polygons are going to move when you're doing arm motions that have nothing to do with the hand. I recommend downloading a ready player me avatar and using its weight as reference.

prisma berry
#

can someone help me rig the bones on my avatar?

harsh saddle
#

Have you tried Mixamo?

prisma berry
#

i mean i have an anvatar of many parts and i dont know how do add the bones to each part

honest scroll
#

Is there any way to scale each UV island while keeping the location of the center of each island where it is?

#

I need to make each island infinitely small for a shader gimmick i am working on but google isnt helping me

trail python
honest scroll
#

❤️

#

That worked!

#

Thank you so much!!

#

😄

trail python
#

yesss nice

#

love your stuff, happy to help lol

honest scroll
#

I'm making a pin art prefab and it needed to be scaled like that for it to work :3

#

❤️

#

😄

trail python
#

awe omg, i loved those things as a kid

#

thatll be cool in vr

bitter crest
#

Hey is there anyone here who would be free to texture and rig a really simple model

#

Like

#

Three colours simple

#

And the model is allready made

spiral sigil
#

Dm me if you can show me how to use blender for from scratch avatar making

trail python
#

ayo lets gooo, thats awesome as hell man

red glade
#

First time doing sculpting and this style of texturing, still needs a good bit finesse but we gettin there

#

Im not too happy bout the hair just yet tho, it feels a bit off. might redo them

heady apex
quaint jasper
heady apex
honest scroll
#

Quick little promotional render I did 😄

quaint jasper
#

Never put your face on this, you don't know what you friends did with it nervousSweat

pseudo storm
#

This is a personal project, for now is only a sculpt.

quaint jasper
#

Copying my comment over: Raise the back of the jaw up until we can't see it from the front

pseudo storm
#

Maybe I actually need to lower the front of the jaw.

true solstice
#

Dont know what to do next

#

I making some thing off google but different like it was blue but now green

#

And the crown was teal blue

#

And now red

quaint jasper
fallow osprey
#

Quick question... is it possible to apply different alpha, specular and roughness values to different parts of a texture map?

pseudo storm
spiral sigil
prisma berry
#

hey im having a problem why is the ub using the other side of the object

#

any idea why?

cerulean wigeon
#

Can any1 tell me how to re-topo a model with a skeletal structure inside?

harsh saddle
cerulean wigeon
#

i tried decimating it, but (i dont know why) blender just kind of stops at a certain value

harsh saddle
cerulean wigeon
#

also if i have to re-rig it, then i wont do the retopology, thanks for the info

prisma berry
#

i just made a new material

cerulean wigeon
#

i ported this model from SFM

prisma berry
#

it fixed

cerulean wigeon
harsh saddle
#

It won't let you decimate below a certain point? That's weird. But yeah, weighting is all based on vertex order so if you're completely changing the structure of the mesh, the rig won't know what to do with it. https://www.youtube.com/watch?v=bR_Vke__voU

Never waste your time re-painting a new character ever again. In the next 60 seconds, you'll learn everything you need to transfer your Rig's weight painting from one character to another under a minute!!! Hope it helps :)

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

Sayuri Artsy Weight Paint Transfer Video:
http...

▶ Play video
prisma berry
#

can someone help me rig the bones? i dont understand how to do it, ive seen some videos

#

i made an avatar of multiple layers

lapis smelt
harsh saddle
# prisma berry i made an avatar of multiple layers

Is that really necessary? There isn't much reason to keep your model as a bunch of separate objects unless you intend to hide certain parts with animations. You can still select and export a bunch of separate models as one FBX, it's just going to lower your performance rating if you don't actually need them to be separate.

prisma berry
#

i mean i made multiple parts and some have mirror

#

like the head

#

its a mirror

#

or the pants

#

but the jacket is not

#

or the arms

harsh saddle
#

Can't you just apply the modifier?

#

Mirrored objects aren't really new objects if you're using a modifier. Depending on the export, it's either going to apply it as one object or ignore it and you're just going to have one side of the model.

prisma berry
#

im really new to blender i just made the model and wanted to put the bones so i can port it to unity

#

the thing is

#

when i join the objects

#

the mirror is taken off

harsh saddle
#

Because you need to apply the modifier before joining.

prisma berry
#

oh let me see that

#

i dont see thoes opetions

#

im using the latest version of unity

#

sorry blender

harsh saddle
#

Did you click the arrow?

prisma berry
#

oh

#

and i just hit apply?

harsh saddle
#

Yeah

#

You can automatically rig a humanoid model with Mixamo. It will generally have some issues but then you need to correct them with weight painting. https://www.youtube.com/watch?v=4fICQmBEt4Y

I've been meaning to update this video for a very VERY long time. But, we're finally here. Everything you need to know in order to start painting weight layers onto your character!!! Hope it helps :)

Female Body Model Link:
https://www.youtube.com/watch?v=_XfvLpLyulI

If you enjoyed this video, please don't forget to like and subscribe!
You ca...

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prisma berry
#

i dont have bones so i was making em

#

and i was trying to see how to rig em to the model

#

and i see that when i join some the uv edit breakes

harsh saddle
#

You can make your own rig but you're going to need to learn a lot to do it better than Mixamo. Weights are what binds a model to a rig and Mixamo will create those for you so you just need to correct any issues.

prisma berry
#

so maximo will make the bones for me?

#

also this is how this should look

harsh saddle
#

If your textures are getting messed up when joining, it means your UVs have different names, make sure they all have the same name.

prisma berry
#

but when i join

#

i use materials for the head and the mask

harsh saddle
#

Mixmo will make the bones, make the vertex group, and assign the model to the rig, basically everything. Then you just have to fix anything it gets wrong with the weight paints, see the video above for that.

#

Check the UV Map names, I'll bet they're different.

prisma berry
#

maximo is an addon? i have an addon called cats

harsh saddle
prisma berry
#

also i dont see the maps i see the materials and the images i pasted on them

harsh saddle
#

I wonder if it would have something to do with having the wrong tab selected? 🤔

prisma berry
#

wait so is maximo an addon or just a page for animations

#

sorry mixamo

uncut imp
#

There are also some example setup vrchat avatar armatures, which you can just line up with your model and then apply the armature to it with automatic weights and fix up any issues the weights have after that

prisma berry
#

thats what someone told me to do once when i asked how they did the bones rig

harsh saddle
#

I think you're going to have to do more clean up with automatic weights that with Mixamo's rigging tools but it's an option.

prisma berry
#

i still dont get if its an addon

harsh saddle
#

You're going to have to make some effort to understand things for yourself if you want to make any progress. I have faith in you.

uncut imp
prisma berry
#

oh so i upload my avatar in there and it rigs it

#

do the arms need to be higher?

#

is this good?

#

its magic this is black magic man this is amazing

#

now i put it in blender?

#

oh nop that aint good

steady zealot
sleek osprey
#

Hello!
I'm currently trying to add clothing onto a base.
My question is do the bones for the clothing and base need to match up 100% ?
I provided two screen shots to show what i mean ^w^

I'm extremely new to Blender and would love some help.

This dress will be used as a toggle btw
If anyone has tutorials for setting up clothing in Blender to fit a base to then be used as a toggle over in Unity pleaseee slide them my way.

harsh saddle
#

You have to weight the clothes separately from the rest of the body, see the link a bit above this for how to weight paint . You want it to be as close as possible to the bones that are going to be controlling it but what you have looks fine. Usually, you'll want to delete the mesh below the clothing to reduce the polygon count and eliminate clipping but that might not be an option if the body underneath will be visible sometimes.

devout scroll
#

The bones don't have to match exactly because it's the weights (vertex groups) that decide what a bone can move what. So if the head bone were to move the feet mesh for example you'd have the bone move a little but the mesh move a lot because they're far away

#

So you want to match it closely but it doesn't have to be perfect

#

But bone names need to match

upper canyon
#

Anyone ever had export issues? have a couple and I may need some help, It's a pretty big issue so I'd like to get into contact with someone, my blender skills are lacking today lol

bitter crest
#

bro can someone dm me abt texturing this model i need someone to do it for me

harsh saddle
#

At this point, you probably could have taught yourself how to do it rather tham get someone to do it for you but you can keep trying

quaint jasper
#

Also smooth shade your model

bitter crest
#

ive been trying to figure it our for hours

#

🗿

quaint jasper
#

Hours of watching tutorials ? Damn sweat

bitter crest
#

ive watched literally every tutorial

quaint jasper
#

And you retained no information ?

bitter crest
quaint jasper
#

Sounds like you need to learn how to do that first, or find another type of tutorial that suits you, otherwise I'm unsure how you'll ever get better at blender sweat

prisma berry
#

hows this hand?

nova roost
proven zodiac
prisma berry
#

my first hand with a reference

tough plover
# prisma berry

if you're doing subdiv with that, you're going to end up with a lot of polys

#

I strongly recommend getting rid of some loops, mainly the ones around the wrist

prisma berry
#

i do have a subddivide already

#

thats the one you see

granite rock
#

Ive been working on this avatar for a few hours and ive lost all my progress , if its okay can I have some advice / on a call on how to fix it , im missing some of the Script for some of the things . but if you can add me or drop a Dm would be greatful

silent cargo
#

hi! im having problems with bakes in 3.2 is there a way to fix this?

devout scroll
#

try increasing padding

#

or paint over it yourself

#

blender bakes are not ideal

silent cargo
#

it was the denoiser y makes that error

devout scroll
#

oh, good to know 👍

spare apex
#

image from this video tutorial: || https://www.youtube.com/watch?v=JURLsyBLgbU ||

hey!! so, i joined to ask a question. i keep seeing avatars with these gorgeous 2d eyes, but i have no idea how they're made! does anybody have a tutorial or some tips on how these eyes work/how to make them?
i've used eyes are that are just spheres before and i don't like the look. i draw a lot myself and would much prefer to make some bangin' 2d eyes.
they're somewhat set inside the head so they follow you around, and i assume that the pupil itself is just a flat texture. but how do they work with the bones? how do you get it to move just the pupil and not the entire eye? i have so many questions, but i figured this would be the best place to ask!

raven cloud
#

anyone got any tutorials on makin vrc avatars from scratch?

harsh saddle
#

Another good option is downloading a ReadyPlayerMe avatar and just uploading that so you can understand the Unity/VRChat side of things before jumping down the rabbit hole of creating your own models and rigs https://readyplayer.me/

Create a full-body 3D avatar with a selfie and use it in the metaverse. Developer? Integrate our avatar platform into your app or game.

red glade
#

nearly finished the hair, after that ill get to making the texture for the skull

molten zephyr
granite rock
#

im trying to get my avatar that is chibi , Im trying the set the eye level for it and trying to upload to To VC chat but It seems to be have a problem

harsh saddle
#

What problem? You should be able to set the eye height to whatever you want.

prisma berry
#

would someone be willing to help me weight paint a model?

#

im following videos but i cant seem to understand the weight paint part

harsh saddle
#

It's pretty simple in theory, you select the vertex group that corresponds to the bone and you paint on your model what area you want that bone to effect with red being maximum power and blue being none. I recommend downloading a ReadyPlayerMe avatar to see how they do their weights. Rigging with Mixamo will give you weights that should be mostly correct, you'll likely just need to clean up the head and fingers.

spare apex
spiral sigil
#

does anyone know why MMD textures doesn't give me the option to add anything?

solar fossil
#

mmd texture , ikes

spiral sigil
#

what do you mean

solar fossil
#

why not use the normal diffuse

spiral sigil
#

im following a tutorial, are u going to answer my question or just be condescending

solar fossil
#

i was just asking if you have a reason to use over the normal blender material, but ok

spiral sigil
#

bc the tutorial told me to and im still learning blender, i dont want to deviate from what theyre telling me to do

#

until i understand why im doing it

solar fossil
#

well, if you cant get it to work than check out the surface tab, there should be base color, click on the yellow dot and set it to image texture from the drop down, should be able to put the texture in there

spiral sigil
#

thank you, sorry im just frustrated because there's so many god damn options in this program and it's confusing as hell when something doesn't work as intended lol. sorry i called u condescending

devout scroll
#

you're probably watching a really old tutorial

#

back when people didn't really know

solar fossil
#

dont know why cats still adds the mmd tabs, they seem pretty useless

devout scroll
#

they get hidden from the side bar now at least

#

and yeah, it's annoying when it keeps creating mmd materials

#

have to manually setup emissive or principled shader

spiral sigil
#

actually it's from january lol

spiral sigil
#

any idea how to get the texture from her face to wrap around to the back of her head?

red glade
spiral sigil
#

how do i move this bitches eyes around so she's not crosseyed lmao

#

this one is even worse lol

spiral sigil
#

I know this is probably a stupid question but whats the diffrence between textures and materials?

harsh saddle
#

A texture is a 2D image that corresponds to points on the UV map and allows for things like colors, normals, roughness, etc. A material is a combination of textures (or maps) along with a shader which tells the game engines how all of those elements should be rendered. So textures + shader = material.

spiral sigil
#

ah so materials are just shaded textures? thank you

harsh saddle
#

Pretty much, shaders can do all sorts of stuff that is beyond me but in a very general sense.

tough plover
# spiral sigil ah so materials are just shaded textures? thank you

materials are essentially presets for how an object should be rendered. it contains info about its physical properties like color, roughness, metallic, and other stuff. you specify a shader on a material, which is the actual code that runs on the GPU that draws the object on the screen

oak hatch
#

MFW making VR parts in CAD.
I'm tired of Blendo, perfect booleans LETS GOOO.

#

(this is an eye. Yes it's weird. Trust me, it only gets more cursed from here.)

quaint jasper
#

What makes blender booleans unreliable ?

oak hatch
#

My lack of skill with them.

#

Lmao.

quaint jasper
oak hatch
#

I'm used to solid modelling, in CAD. Might as well use my strengths

quaint jasper
#

Ever looked into HardOps ?

oak hatch
#

No? Wozzat

quaint jasper
#

addon specifically for hard surface modelling

#

makes the process of handling modifiers and booleans much more intuitive and easy

#

I think it's by far the most popular blender addon

oak hatch
#

Hm. That would be interesting.

#

I'll look into it.

#

More tools more fun.

quaint jasper
#

It would not be the same without my 13 addons I rely on for every model I make

oak hatch
#

Ideally, I want my main body to eventually be mostly mechanically correct.

#

So using a combination of tools would be legit.

quaint jasper
oak hatch
#

Hopefully OielBot 2.0 will be able to get resin printed as an articulated figurine. That would be...hella cool

quaint jasper
#

Yeah I'm envious of people 3D printing their models, looks cool as fuck !

oak hatch
#

Same, tbh.

spiral sigil
#

how do I seperate my shoe texture map from my face texture map?

rustic pier
#

Does anyone know when I merged the head and the body together the head suddently like flys up?

ashen stag
rustic pier
#

It still won't work lol </3

harsh saddle
#

Can you just select the head in edit mode and move it down?

quaint jasper
#

You shouldn't have to if the transforms are applied

harsh saddle
#

Yeah, it is weird that happens as applying transforms should treat the location/scale/rotation as being 0,0,0, or 1,1,1 in the case of scale but if that isn't working for whatever reason, then maybe moving the points in edit mode. will work better.

exotic obsidian
#

Be careful who you call ugly in middle school 😳

quaint jasper
#

What a glow-up

acoustic parrot
#

hey guys im trying to bring a model into vrchat but im having an issue, whenever i move the bones in edit mode, the mesh is rotated/moved in object mode

#

any ideas how to just rotate/move bones without affecting the mesh?

harsh saddle
#

Unrig the mesh? Generally you don't want to be editing the rig after it's bound to the mesh.

acoustic parrot
#

in my projects, moving bones doesnt move the mesh

#

but in this random blender project i found, it does

#

no idea why or what you mean by unrig, unless you mean delete weights

#

or, idk

#

unless theres a way to bind a mesh to a bone outside of weights like a constraint

harsh saddle
#

I would just delete the rig component entirely and start over if the rig isn't built properly.

acoustic parrot
#

its just the eyes not being vertical

harsh saddle
#

You might be able to get away with deleting the eye bones, deleting those vertex groups and adding in your own bones and weights.

acoustic parrot
#

that would probably work

#

the bones are attached to the eyes in some way other than weights

#

and i have no idea how

#

Black magic and sorcery

harsh saddle
#

I don't know what it could be other than weights or constraints. In either case, it should show up in the modifiers.

dusk glade
#

i forgot to mark seems and sharps.... kill me.

granite rock
#

I’m having abit of trouble , the character is clipping in to the floor , I’m using uniting but what is causing this , and how can I fix it ? Kinda stuck

gray geyser
thin shadow
#

in blender 3.0, i can't find the option to turn the bones viewport display to wireframe octahedral while in object mode

#

this is after using the auto fix function in cats

harsh saddle
thin shadow
#

oh ok found it, it's in object properties, not armature properties

#

ok now i need to find out how to set it default to always view as wire, not texture

harsh saddle
#

You mean the model? I don't know if there's a way to change the default on that, you just have to go in and change it.

#

Object viewport display is in the object tab, armature display is in the armature tab

thin shadow
#

The purpose of defaulting it is to not have me change it on every avatar I import. So it will just to automate some repetitive steps.

So in conclusion:
-viewing bone on object mode-
i want it to be wire view -> object properties > viewport display display as wire

-viewing bone on bone edit and pose mode-
i want it to be solid view -> already in blender default setting

#

however, there's another problem though. The mat combiner is non functional. I guess i have to stay on 2.93.x for a little longer. I just want to experiment on 3.1.x

harsh saddle
#

The object properties viewport display doesn't affect bones, at least not in my version of Blender, maybe you've got something I don't. Solid and textured views are for models, not armatures.

gritty veldt
#

Anyone know what could cause these strange shadows in the mesh? This is also visible in blender but I dunno how to fix it

quaint jasper
gritty veldt
#

Oh cool! Thanks alot!

thorn gulch
thin shadow
harsh saddle
#

vs this

#

If you're using an actual wire in the armature visibility settings, it doesn't look any different so I was confused.

thin shadow
#

Terminology can be confusing

ashen forge
#

Working on a buddy

worldly pewter
#

can someone help put a avatar in vrchat? please i just want to put this one avatar and thats it

surreal yoke
#

my cookie run kingdom house

spiral sigil
#

can anyone recommend some good making original objects tutorials on blender and some tips on textures? I have been mostly messing around with the sculpt tool but I want to try and make an original accessories for one of my avatars.

sterile oracle
#

OK, got a pc now where should I start with making an avatar from scratch?