#3d-modeling
1 messages · Page 134 of 1
They are unwrapped
Wrong UVmap? And in what way were they unwrapped?
Automatic or manual, etc.
And where are seams placed
Having a problem applying a material to this basic 6 sided object. The material does apply correctly to other objects.
I click "clear" under UV in edit mode with all selected in blender then reexported to unity and that fixed my problem
am I allowed to post renders in here of something I have 3D Modelled?
i used smart uv project
Did you check in the UVmap if that area had more than like 1% allocated?
Cause it's really dumb if you don't do apply transforms in object mode
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
these are my uvs as of right now
i made a new floor that im testing out
I assume those long bars are the part that's messed up?
^
Ah, lul
But, ya, smart uv project is dumb uv project unless you make sure all scales are a 1 before you do it
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?
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.
Here's it again, but with baked textures on the blender version :/
Are you sure it isn't just the difference in lighting between blender and unity?
Also, the bright white avatar might be making the unity version look artificially darker than the blender one, even tho it is not in actuality.
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
Sampling the colors in gimp and comparing side by side, both of these are having an effect, but from the shader and the color grading, unity seems to have way more contrast. The Unity version is a lot brighter in some areas compared to the same spot on the Blender version
I think also the way normal maps catch light in Blender is really different from Unity
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?
So I can make it work without transparency
Like, some sort of "inherit shape keys from nearest vertex"? sort of thing???
Might try using a different shader or tweaking the one you are using then to try and get it to react closer to how you want as that sounds like what is causing the color discrepancies, not a failed bake
I fiddled with SSS shader I'm using and bumped up the ambient light strength on it and that seemed to help with the contrast. The over-saturation in Unity seems to be from the Default and ACES tonemapping, but also my monitor warping colors at different angles, and from dust on my glasses ;-;. I'm starting to regret buying this giant VA panel...
lmao, I have a similar monitor and I feel that.
It does look a lot closer now, but just keep in mind you will never get the same lighting quality in unity as blender.
Yeah, not without the HDRP, plus we have to contend with world makers not testing things with PBR materials. There's so many worlds without reflection probes...
???
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.
Posting the image of the model separately so the bot doesn't yell at me
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;
I-- Don't understand any of that.
There's probably some better way to animate UVs, than the awful shader method, so I'd ask around.
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.
@onyx wind make your changes on a new shape key, then apply the shape key to basis at the end
also, cut along the existing edges
don't create new vertices in the middle of a face
Thank you!
Yeah no I've been trying to figure this out, what the hell is the code for? Can anyone please help me out here?
Are you doing this for quest
Because there a few ways to handle 2d face and lipsync stuff
PC. If I can also somehow use this for some vtuber stuff that'd be poggers as hell
well
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
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
Damn. Understandable tho. For the method you mentioned of Faceplates, does that translate over to Unity as well as VRChat?
yes, it could look janky if you don't set it up correctly
because they're not instant and can clip into each other
:thonk:
shader based stuff would look a lot better but has it's own limitations as well
there's more setup to do and if someone disables your animations they won't see it
Hell. Thank you for pointing me in a great direction though, it means the world to me.
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
you'll still need to setup an animator that decides when to show which mouth shape
it's not hard stuff per se, but there are a few different things you need to know
any tips on how i should do the chest here
i hate anatomy
you do it well though
What methods do you guys use to make hair for your characters?
I tried using curves in blender but they add soooo many polys that I've resorted to doing simple meshes :/
there are a lot of options when do you use curves
But when I try using them, each spline adds like 3000 polys, cutting into my performance budget. I tried lowering the resolution but then each "row" of vertices contained like 50 verts?
that's because you're not reducing the resolution of each curve
Ideally I'd have like 30 different splines to cover the head
and the amount of verts
I see
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
Versus
im working on my first avatar:D
does anyone have any tips on how to model the eyes/mouth?
best is to probably find creators who stream and look at how they do it
Or find a downloadable base you can study
keep in mind you have resolution on the curve itself and on the bevel itself
Yes, that's exactly what went wrong for me, but thanks for the advice
you might also manually add loops or bevel loops later if you need to adjust it
Thanks, I'll take this in mind. I haven't worked with curves for biological stuff much, so it may take me some time to work things out :^)
theres a few decent videos on youtube
Help lol
Is my bounding box suppose to be tilted? If not, how do I fix it?
Join your meshes
Apply your transforms in blender
I applied my transforms, still tilted
any foot experts got criticism for me
Your root bone is tilted then
Should be hips
Looks good but nails?
any1 know how i could fix this?
Does anyone know anything about Blendshape Drivers?
can you elaborate on what you mean by that exactly? I think I know but just making sure
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 💦
can't do that
well
not simply at least
you could technically use a pair of contact senders/receivers and drive a float using that to then drive a blendshape
but the simpler solution here is control bones
using extra bones to preserve the volume of part of a mesh
Uh okay, I'll look that up and probably give that a go but thank you ⭐️
if you know how to rig models, it's pretty straightforward
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
so that the can basically follow the legs 50%
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
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...
first off, you should probably switch your bone display mode to Octahedral or Stick so we can see them better. secondly, you don't need any IK bones for VRChat rigs
Hold on, I need to figure out how to do that...
As for LK bones, the model came like this, as the artist who did the ENA short models released them to the public.
Okay, here it is:
okay, those knee target bones and the root bone can go
check if those foot IK bones do anything via pose mode. if they do, leave em, if they don't, remove em
I think the root bone is the parent to all the other bones though...it won't delete the others, will it?
no
Um, moving either foot lK bone makes the right leg move outward...
okay, there are most likely still a bunch of constrains set up
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)
grab that blender version, and install the CATS plugin. make a copy of your blend file, and try opening it in that version
Do I delete this version of Blender first?
up to you. you probably don't need most of the features that version has over 2.93.9
Okay. One other thing though... how do I fix this error?
click the Configure button
make sure all of the bone mappings are correct, and go Pose > Reset pose
then Done, then Apply
Where is Configure?
I did the reset, but it didn't clear that error... and apparently the feet aren't there, according to it. XD
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 ?
Its a weight paint issue just go look up weight painting and youll br gud
CATS fix model button stole most of the bones... b
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.
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
Also all of the menus/HUD go missing too which seems very odd
maybe u pressed ctrl+space
What does that do?
hides menus in blender
How would hiding the menus in blender make the menus/HUD go missing in VRChat 😁
Sorry I guess I wasn't clear
then say it's in vrchat
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.
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
So I don't think flipping the Y axis is the fix?
try other axis then
no idea which since haven't seen ur project u need to figure it out
Z is up in my Blender project (with -Y being forwards) and Y is up in my Unity project (with Z being forwards)
So Y as up seems to be the right export option
then try exporting z as up and -y as forward
as for your avatar being underground maybe origin point is on center not below avatar
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.
Now to save these export settings as a preset 😁 cheers @cinder cradle
just working on my first humanoid just wondering if theres any tips anyone would like for me to know when modelling basic characters.
Use references that are similar to ehat youre making it helps a ton
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.
They're clamped yes
0,100 specifically
Does this map to the full shapekey range as exported from blender?
It does, but if you're talking about blendshapes specifically, then those are much harder to get to 100
@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.
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
Afaik, fbx export also clamps it to that 0-1 value range
Ok cool. I'll give that a shot, thanks!
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
it also looks like this when I try to import my model into marvelous designer
all of my normals seem to be facing the right direction
it even looks fine in the original project file, it just gets messed up when i export as FXB
Wondering if anyone could make me an avatar
nobody's going to make you an avatar for free
Just asking
for money, sure
they might be too straight
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
so you might want to put the sharp bits on the sides instead of the front
nice, glad that did it
the SDK should have warned you about that though
in the build panel
Make the calf area more round cuz it looks too straight
Luke Skywalker's self-made Lightsaber
Here's the Hilt
Obviously I used a reference, but I'm still proud of myself
nice!
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?
You need to play the game more
No
I think it might be because I am logged in through steam not through vr chat
18 hours isn’t enough
huh but u need vrchat account if u haven't merged steam account to vrchat one then ur wasting time
steam account lv ups slower
merge steam account to vrchat account
yea I just signed my vrchat account to vr chat
You can’t upload without a vrchat account regardless
how
how
Website
ill take a look
go to steam account in game find in settings "upgrade account" and copy token and in website u paste this
in merge tab
thanks let me try
once I merge my accounts which account do I use steam or VRchat?
when u login u gonna always be on vrchat one even if u login through steam
after merge
ah okay thanks
10 hours is more than enough
no
Yes?
you likely wont get new user until at least 50 hours if you're lucky
?upload
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
Scrolling back up through the thread, I thought you made a vape pen, then I saw the rest. lol
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?
What are some typical methods of modelling eyes? ._.
typically it just a slightly edit sphere it mostly the texture work for the eyes then the modeling
Sculpting a kobold
Ty for the tip ^_^ I find setting the verts to simple black doesn't really do the eye justice lol
np
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
just make new vertex groups and name them exactly the same name as the bone you're weight painting
stopped procrastinating im nearly done
because you dont have light on scene and material is transparent or faces is upside down
Are you exporting out with ID masks ? Wondering if you're packing that way for convenience or if there's another reason
So you make your own masks manually in substance ?
ID maps is just vertex color, vertex color is shader based, although not supported on quest iirc
Yeah SP can be very fun
yeah substance painter is very helpful
Alright, i just got unity, what else do i need to upload avatars to vrc?
vrchat sdk from website
u need exactly 2019.4.31f1
that's why u do research before starting
i will admit i got ahead of myself
at least u admitted unlike some people
i just wanted to edit the avatar that i brought off of booth, ive been waiting forever for this lmao
I can only find 2019.4.39f1
alright, i have the correct version installing now aswell as the sdk is downloaded
oh my bad i thought i was in user support
ill make sure to ask in the correct channel next time
Just looks nice, and generators only work when I have them baked out
I'm working on my first public avatar and I'm not really feeling the design for some reason, could I get some critique?
https://youtu.be/yLwNyArrRvs
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.
would anyone be willing to help me on blender?
actually sorry forget it
how do i fuse the parts of a an object
how do i fuse em
Do you mean fuse as in make them the same object?
yes
Go to OBJECT mode and do Ctrl+j
Blender calls it "Join"
but in object mode they dont apear
Are you in "Local" view or have them hidden in the Inspector?
im preaty new so i dont get what that means
To get in and out of local view, just hit / on your numpad, and it'll say local in the top left corner of the viewport https://docs.blender.org/manual/en/latest/editors/3dview/navigate/local_view.html
And you can do h to hide and Alt+h to unhide everything
its now what im serching for
im trying to make this flat
Like, perfectly flat as if it were paper?
texture i think
i mean sub divide creates more divisions but unsubdivide does nothing
Also unsubdivision is slightly messy and often not perfect
It's been triangulated, but not subd'd
and how do fuze em
Alt+j iirc
Or hit X and do "limited dissolve"
They might both fail (silently) if they can't figure out a way to get the shapes you have without triangles
wierd still separated but better
Are you trying to change the beard or the skin?
no
if you want to remove an edge going through a face, dissolve it using ctrl + X
i wanna model it to be rounder but for that i want to make my own splits
Ah
rounder? doesn't that defeat the purpose of pixel art
You could use vertex bevel for that
anyone know a way to convert a maya mb file into an fbx or obj?
i have this asset i want to import but afaik its incompatible with blender
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
(I'm out of town and my carrier does some anti-consumer shenanigans with hotspot connections so no internet on the computer)
L e a t h e r - j a c k e t
Epic
Model has been done for a few weeks but wanted to get around to making some portfolio work to show potential employers :)
LOOKS SO SILLY!! love it 😭
oh no bro
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...
check this convo it might help i think u have same problem #3d-modeling message
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...
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.
i never had issue with default exporter
no idea why u would need rotate it in any way after making it quest version
i never had such issue
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.
do you use fbx exporter?
in unity
i always use this one
to be sure i doesn't mess up
no, we imported the FBX from the original project in Unity.
hmm it can easly backfire
Yeah, I'm seeing orientation settings for the importer.. I'm guessing they weren't set to Unity orientation. :/
The model is almost done just need to figure out the hands
Very simple for learning purposes
the modeling I got down for the most part
your eye and head bones should be facing perfectly upwards
they were not like this on the original model.
OH NO BRO! You know who else likes peepo? MY MOM! ReEeEeEeE
Kids on vrchat in a nutshell
OH NO BRO
How do you get the outline effect in blender? Does it port over into unity? :o
that is in Unity
doing the same thing in blender would require some more wacky stuff
and it wouldn't port over
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.
Ahh thanks, didn't recognise it ^_^
Coolio, I was curious if it was in blender but I suppose not. Will definitely check out Poiyomi tho
anyone know a place where i can get a free sample of a guy fawkes mask?
even a shitty one
pepe?
the frog?
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
u can blame me if you get your avatar removed but im nearly completely certain its allowed
worse case it gets taken down
U could email vrchat
for an official answer
email is at bottom of #faq
if they do say its not allowed I will vehemoneldtttt protest !
yeah that was probably when they were airing on the side of it being a hate symbol
olden days
dunno I wasnt on this game before 2019
well I mean its kinda like if enough people use it as one then it becomes one
I dont think anyone does anymore afaik so
hmm what should I try to model for my first project in months
months of failure and terrible discipline
no
they are currently the bane of my existence
hmm I haven't done any furniture yet
yeah same
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
which to be honest is something I should of done from the very start
aa what do you call this thing specifically that you can push up and down to adjust the height
reverse google img searching isnt getting me it
looks kinda like director's stool
yeah
that actually would be cool to make too
I might just go for that since I can find plenty of reference w that
I was outright blocked by VRPill for using a Pepe model at some point
🗿
never banned tho
spicyyyy
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 😄
In this tutorial I show how to bake the high poly details of a sculpted model onto a low poly object with Blender, I use Blender 2.9 but 2.8 would work as well.
The process works but in my opinion it is quite tedious and difficult:
- Selecting high and low poly both (in this order)
- Create the nodes for baking in the PBR setup of the material...
I assume I could apply this to a "flat" version of the undersuit that still catches the light the same way?
Cuz I also want to make fishnet with the same method, but that requires some kind of transparency in the texture
yes you would bake it to a low poly version of it
oo I wonder if its viable to make cloth textures in a similar manner
i gave up on it
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
yes, that's basically what I do
you can either sculpt the cloth details in a mesh and bake it, or do it in Substance
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
could probably reduce poly count and bake detail into a normal map
apart from that the topology looks quite good
i have a high poly sculpt already
the vertical edge loops on the torso connect to the fingers
unless you mean just get rid of some of the horizontal ones
still WIP but you can see how low you can actually go
horizontal ones are the main ones ye
i know you can go lower
and around the arms for example
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
the joints you have will bend weirdly though
A is a better deform than B
maybe it doesnt matter as much at higher polycounts
you can see that extra face here too
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
I can safely say that you can definitely get away with reducing the amount of loops and it will still deform fine
most of the ones on gumroad are like 40-50k tris from what ive seen
bodies
too much lol
same with the nipnip one or whatever the dudes name is
that ones even higher i think
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
my big pet peeve is that fingers never look quite right
they always deform weirdly
i feel like i've only ever used a few models where they looked really nice
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
its a shame most of the ones on gumroad dont provide wireframes
anyone get a shitty v mask object for blender they can give?
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
Hehe yus I'll update progress ~ I plan to make it fully functional
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.
u need to be in edit mode
o thats cool do u only bake the normals and then texture paint the color or u also bake the colors
thoughts on this hair?
im a bit unhappy with the front personally but dont really know how to improve it
hmmm
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
would anyone help me with a vertex group problem?
select the mesh in edit mode, select thr head vertex group and press assign
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
if you want consistent texture quality, yeah texel density is important
I'm thinking the problem areas will mostly be smooth textured so it wouldn't be too much of an issue
if there's no detail, then UVs won't matter at all 
Done. Now to figure out texture painting
it isnt usually necessary to make a seam for breasts in the first place
tyy
that ur sculpt? sick
itslike king cobra dinosoar
knee area looks a bit odd, but bake is great !
aaaaaaaa
i stared at bodybuilder knees
Fair enough, that might be the norm for them !
because i had people telling me the knees were too soft looking compared to the torso
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
In that case your sculpt is closer to that image than of a normal person 
consider that GOOD
im gonna die
yea i sculpted it from a sphere
zbrush?
indeed
wip of my oc
no
its my own
what does panda's look like
?
no its my own sculpt
thanks
maybee
IDK if I'll ever rig this, but here's a little axolotl boi
it can def be just a plushie for a world
i was working on this months ago and i never finishde it
i love it! please finish it!
the hair is awesome
kinda reminds me of raiden shogun
oh perfect then
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)
or press z and select from the four options
tysm!!!!
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
...that's what CAD is all about
it's called Nurbs modeling
in like fusion 360 or inventor?
yes
I think im learning both in my future drafting classes for school
lookin
forward
Let's discuss NURBS modeling and how it compares to poly-based modeling.
➤ Learn more hard surface with our SciFi Terminal Design mini-course
https://www.blenderbros.com/scifi-terminal-design-mini-course
Website - https://www.blenderbros.com
Patreon - https://patreon.com/theblenderbros
Hard Ops/Boxcutter (affiliate): https://gumroad.com/a/81...
How can I convert a 3D fishnet mesh into a texture?
.
maybe if you bake a texture between the fishnet and the body, put that into photoshop and only keep the fishnet part of the image and erase the rest, and THEN put that edited image on top of your regular body texture and that should do it
my messGes might be sending multiple times there is lightning making my wifi go off and on
100% a transparency texture thing, no one uses a mesh
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
Yeah, that's why I ask how to convert it into something more performant ^_^
Although I think I have seen some avatars use 3D fishnets >_>
theres a bumpy line in the center of the face, mirror modif btw, any ways to fix it?
idk just try to experiment with baking
If ur okay with giving me the assets I could try messing around with baking but I def can't guarantee anything lol
Try changing the merge distance on the modifier.
i've never had this issue but from what i do know i think i'd try just blowing it up a bit to uneven everything, and then smooth it out using the smooth brush and see if that does the trick
and when you smooth it, try to be light on the sides so that it dosen't point upwards again
if that dosen't work i'd honestly just turn mirror off, smooth it, and then get back to work
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
it just appears as orange lines
damn that looks nice asf
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
Do you think this is enough topology to try sculpting eyes and other features?
You'll move the topology around a lot, more likely will create what you need over time
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.
Looks good. You can handle a fair amount of the finer detail with a normal map.
nothing wrong with bad topology at the beginning since you can just remesh
get the big shapes done first then sculpt the detail later
I'll try it out. Just trying to figure out what large shapes I wanna use
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.
very cool
update. Hasn't fallen apart yet.
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! :>
Cgt,turbo squid etc
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...
Can't you add the point light back in? Do they not receive light anymore?
Btw how can I send you assets? Still learning blender ^_^
ok i know edge loops are optimal... but no one said anything about edge roller coasters...
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
I don't know if you can do that operation on multiple bones at once, does it work with a single bone ?
yeee i thing i figured somethin out ikll try it later
You can if you hold alt when parenting
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
wait how do i add a collision to a thing in blender so it has one when igo to unity
you do that in unity
yes but like the Torus thing in Blender doesn't have a Collider in Unity that only goes roundthe ring
uh mesh collider?
thanks pum pum
In the unity fbx import settings > generate colliders
@devout scroll thx
Could someone make me a Johnny sins(Face) 3D model
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
Is the face a separate object from the rest of the head?
nope not that i know
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.
the face is part of the body but i dunno why its causing this
go to object mode
click the head, shift-click the body,
ctrl-J
then press tab to see if its fixed
can i get a ss of the viewport when u have the mesh selected in object mode>
ss?
screenshot
can u try object mode
that seemed to have fixed it
awesome!!
thenk ^^
i love this
Thanks! I’m just adding some finishing touches to him
move your origin to 3d cursor
awesome! well done with the texture
Thanks!
is there anyone here who would be open to texture and rig a model for me
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.
idk if you could call it humanoid
plus its just simple colours anyway
for this guy
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...
Looks like a fun model !
depends, if you don't have enough verts for a face after you dissolve the face just gets deleted
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
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?
Are you using any visual reference in blender at all ?
That topology needs to be smoothed and spaced evenly in most places
yeah i am
front and side view ?
yeah
What does it look like ?
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
like something like this?
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
Explore a wide collection of Resources for Game Development. Find 3D Models, Animation Resources, Environment Assets and much more. Elements are ready to use in ZBrush, Blender, Photoshop and other Art Tools.
sweet, thanks!
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
Have you tried Mixamo? It's usually pretty good but it does sometimes struggle if you stray too far from humanoid.
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
this a good hand?
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.
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.
what im working on
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:!
Sippbox has a very good tutorial
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 ...
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.
thank you so much mate
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
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.
can someone help me rig the bones on my avatar?
Have you tried Mixamo?
i mean i have an anvatar of many parts and i dont know how do add the bones to each part
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
i think individual origins miiight be what you're looking for?
Going to give this a try!
❤️
That worked!
Thank you so much!!
😄
I'm making a pin art prefab and it needed to be scaled like that for it to work :3
❤️
😄
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
Dm me if you can show me how to use blender for from scratch avatar making
ayo lets gooo, thats awesome as hell man
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
ok, i thought so. thank you!
Some modeling logo types I did today :)
Raw SVG or another workflow ?
Top yes, bottom no
Quick little promotional render I did 😄
Never put your face on this, you don't know what you friends did with it 
Fr 💀
This is a personal project, for now is only a sculpt.
Copying my comment over: Raise the back of the jaw up until we can't see it from the front
Maybe I actually need to lower the front of the jaw.
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
I think the front jaw is good
Quick question... is it possible to apply different alpha, specular and roughness values to different parts of a texture map?
I am always wondering the same, one of those things I hate from Unity.
:0
hey im having a problem why is the ub using the other side of the object
any idea why?
Can any1 tell me how to re-topo a model with a skeletal structure inside?
You can decimate a rigged model without too much issue depending on how heavily you're decimating but a full retopology is generally going to require re-rigging. You could do a nearest vertex transfer of the weight paint from the original to the retopologized model but it will likely require some manual clean up
i tried decimating it, but (i dont know why) blender just kind of stops at a certain value
Do you perhaps have any flipped normals?
also if i have to re-rig it, then i wont do the retopology, thanks for the info
i just made a new material
i ported this model from SFM
it fixed
could you show me how to do that?
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...
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
Late reply, I used the merge distance, smoothed it and it's still the same.
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.
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
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.
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
Because you need to apply the modifier before joining.
oh let me see that
i dont see thoes opetions
im using the latest version of unity
sorry blender
Did you click the arrow?
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...
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
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.
If your textures are getting messed up when joining, it means your UVs have different names, make sure they all have the same name.
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.
maximo is an addon? i have an addon called cats
I wonder if it would have something to do with having the wrong tab selected? 🤔
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
thats what someone told me to do once when i asked how they did the bones rig
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.
i still dont get if its an addon
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.
Today we are looking at a tool called Character Combiner, an open source project for combining multiple Miximo animations into a single project, which can then me exported as GLB/GLTF and ready to use in your game engine of choice.
Links
https://gamefromscratch.com/creating-3d-animations-with-mixamo-and-character-animation-combiner/
---------...
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
Oh neat! I made one of these using vertex offset with a height map from a depth camera once!
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.
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.
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
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
bro can someone dm me abt texturing this model i need someone to do it for me
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
Look up any video on UV mapping
Also smooth shade your model
Hours of watching tutorials ? Damn 
ive watched literally every tutorial
And you retained no information ?
nope
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 
hows this hand?
Looks good 👍
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
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
hi! im having problems with bakes in 3.2 is there a way to fix this?
it was the denoiser y makes that error
oh, good to know 👍
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!
anyone got any tutorials on makin vrc avatars from scratch?
There are many but this is the one that VRChat officially recommends so it's probably a good place to start. https://www.youtube.com/playlist?list=PLRUlfYGZBxVeEAVXkaG1uydyzFZAMOuMd
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/
idk if anyone's DMed you with an answer or you were able to dig it up, but the entire white area is just a concave hole inside the head, while the pupil is the only thing rigged to the eye bone!
i know rainhet's tutorial series does the concave eye, but it's buried in making the rest of the model haha
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
What problem? You should be able to set the eye height to whatever you want.
would someone be willing to help me weight paint a model?
im following videos but i cant seem to understand the weight paint part
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.
Someone did dm me! But this does help a lot- thank you!!!
does anyone know why MMD textures doesn't give me the option to add anything?
mmd texture , ikes
what do you mean
why not use the normal diffuse
im following a tutorial, are u going to answer my question or just be condescending
i was just asking if you have a reason to use over the normal blender material, but ok
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
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
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
you're probably watching a really old tutorial
back when people didn't really know
dont know why cats still adds the mmd tabs, they seem pretty useless
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
actually it's from january lol
This tutorial covers how to make models using already premade assets from the VRChat creator community. It covers how to put these assets together to create your own model.
Please note: I do not claim to be an expert. Everything in this tutorial has been shared to help newer members of the community who have no experience in 3D and wish to lear...
any idea how to get the texture from her face to wrap around to the back of her head?
how do i move this bitches eyes around so she's not crosseyed lmao
this one is even worse lol
I know this is probably a stupid question but whats the diffrence between textures and materials?
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.
ah so materials are just shaded textures? thank you
Pretty much, shaders can do all sorts of stuff that is beyond me but in a very general sense.
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
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.)
What makes blender booleans unreliable ?

I'm used to solid modelling, in CAD. Might as well use my strengths
Ever looked into HardOps ?
No? Wozzat
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
Ideally, I want my main body to eventually be mostly mechanically correct.
So using a combination of tools would be legit.

Hopefully OielBot 2.0 will be able to get resin printed as an articulated figurine. That would be...hella cool
Yeah I'm envious of people 3D printing their models, looks cool as fuck !
Same, tbh.
how do I seperate my shoe texture map from my face texture map?
Does anyone know when I merged the head and the body together the head suddently like flys up?
Make sure to apply transforms (ctrl+a) before joining stuff
Oo okay! Thanks <3
It still won't work lol </3
Can you just select the head in edit mode and move it down?
You shouldn't have to if the transforms are applied
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.
Be careful who you call ugly in middle school 😳
What a glow-up
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?
Unrig the mesh? Generally you don't want to be editing the rig after it's bound to the mesh.
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
I would just delete the rig component entirely and start over if the rig isn't built properly.
its just the eyes not being vertical
You might be able to get away with deleting the eye bones, deleting those vertex groups and adding in your own bones and weights.
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
I don't know what it could be other than weights or constraints. In either case, it should show up in the modifiers.
i forgot to mark seems and sharps.... kill me.
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
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
doesn't work. feels like the setting could be somewhere else.
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
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
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
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.
Anyone know what could cause these strange shadows in the mesh? This is also visible in blender but I dunno how to fix it
These are your normals, select the faces in edit mode and do Alt + N > Set normals from faces
Oh cool! Thanks alot!
because the object properties changes depending on which object I select
Ah, I guess that is how it functions when they're octahedrons. I thought you wanted an actual wire, not a wireframe of an octahedron.
This
vs this
If you're using an actual wire in the armature visibility settings, it doesn't look any different so I was confused.
Terminology can be confusing
Working on a buddy
can someone help put a avatar in vrchat? please i just want to put this one avatar and thats it
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.
OK, got a pc now where should I start with making an avatar from scratch?
