#3d-modeling
1 messages · Page 135 of 1
Thanks a bunch!
anyone know how to fix this for specific addons for blender 2.8?
i dug more into it and its as if its reading older blender addon folder, but How do you change that
blender never taught me how to swap addon folders
google doesn't say anything as well so i'm lost
in appdata somewhere you have a blender foundation folder
there you'll have a folder for configs and addons for every version of blender you've had on the pc
yeah i know, but the issue is why is blender 2.8 reading older config/addon folder when its blender 2.8 itself already.
i'm in the process of just uninstalling blender completely and resinstalling blender 2.8 again, all makes it so blender 2.8 can read blender 2.8 configs and addons again....
i think the addon saying upgrade to 2.8 required means the addon is for 2.7
yeah, but i don't know how to do that
i don't think i was ever taught on how to upgrade addon specifically, blender don't even have an automatic updater either
Hey I was wondering if anyone would mind helping me model clothes for an avatar its the botw 2 link from the new trailer the base model is down including the textures i have these to other pics to help me model it but i suck if anyone is down and has the time i would loves tips and tricks or help thank you
For free ? I doubt anyone would
yea if anyone would model it i would pay for that unless they just want to help
Should look at https://ask.vrchat.com/c/commissions/avatar-commissions/35 in that case !
finally someone fucking promoting the vrchat ask forums for commissions rather than vrctraders
please visit that site more often guys
Can environment stuff go here? Cuz I've got a very dumb question about hard surface modelling - i have no idea bout the proper way to UV interiors / environments with tiling textures.
Sure 
If I understand what you're asking, the basics are fairly straightforward. If you extend the uvs past the bounds of the texture, it will treat it as though there are an infinite number of copies of that texture on each side, so if I want to have a 3x3 tile of my texture, I can just scale the UVs by 3 and treat it as though the texture extended outside of the bounds of the actual texture, if that makes sense.
It's moreso how to do that across multiple surfaces sharing the same Material* and keep the tiling scale relatively standard
I'm assuming there's no like, standard or super easy way to do it.
Just gotta do it the tedious hard way
You just kind of have to have some consistency in using the UV grid relative to your world space so if one square on the grid corresponds to 1 ft on your wall, you're lining that up consistently. I'm not sure if that clears much up or if there is a way to streamline that process. I think there are some tools in substance painter but I haven't used it myself.
Well it's ultimately all UV mapping but it's... again, like hard surface modeling, tedious and requires a lot of discipline
It's all about making sure your islands have the right relative scale to start with and for that it helps if each of your polygons has a consistent scale so it's all kind of connected.
using "Average island scale" also helps to make sure everything is the right scale relative to other stuff
can also use ZenUV's texel density tools
A friend of mine suggested changing the material scale in unity also??
Whatever that means
Yeah, I think you can get away with overlapping UVs if you generate lightmap UVs in Unity, it's just going to be a problem if you need to do any baking of occlusion or normals but I don't think those techniques are typically compatible with tiling in general.
well typically wouldn't you have a separate UV for your lightmaps
That's also an option but Unity can generate that for you.
But you can make your own, I've heard that can produce better results.
He might just be talking about increasing the tiling in the material settings which works but it isn't very tweakable, it just changes the scale in x or y of the whole texture.
I'm probably just planning to make a tiling painted drywall texture with the faintest normal map and schlapping it along the walls so being able to tweak it a whole lot doesn't necessarily... matter?
I guess if it's seamless and you want it applied consistently across all of your tiles and your tiles are all a consistent scale then that could work fine.
Yeah, that exactly. I'm not making every part of this interior have a specific wall texture
Finished it!
Just one generic one slapped along all of them, it just looks weird if this section is suddenly stretched out, or it doesn't match in another part of the world.
again. hate hard surface modelling. organic modelling and uv mapping my beloved... no rigidity.
Not my favorite thing either but at least it looks like a bunch of 90 degree angles so that simplifies things.
Pretty cute!
uv unwrapping for normal hard surface objects is fine, it's just for an environment it's very technical
I love it !
Anyone know why the ears aren't moving as much as the rest of the head? The neck bone has zero influence while the head bone has 100% influence as you can see in the weight painting
Hmm, did you check the weights of all the other vertex groups? Maybe it's not just the neck. Otherwise, I'm not sure.
That'd do it, weird stuff can happen during painting.
Weight paint 
so i have to do that
omgg thanks
@quaint jasper can u send me a youtube vid on how to weight pant
In this blender 3 tutorial you will learn weight painting for beginners. We have a fish model example and we will rig this and add it to the mesh. Then test it out in pose mode and do the correct weight painting setup
Subscribe: https://www.youtube.com/channel/UCQaeCs2hL2I7EK88fOZhWBw?sub_confirmation=1
#blender #weightpainting #Buvesa
✅ Next...
So i split my hands from my arms so that i can toggle on and off the sleeves of my outfit, but when i do this i get some weird shading on the part i split. Does anyone know a good way to fix of mitigate this weird shading?
Recalculate normals ? I'm confused as to why your hands need to be a different mesh however
if you show both the sleeve and the arms then the arms will tend to clip through the sleeves when bending. So to prevent that from happening i hide the arms when the sleeves show.
That's something that should be fixed with weight painting, not creating additional skinned meshes 
It is really hard to avoid any clipping if the clothing is right over the skin, though. I don't suppose there's a way to hide certain vertex groups in Unity? That'd be pretty snazzy.
If you use the data transfer modifier, there should be no issue
Assuming the topology is the same/similar
i think we can agree to disagree on which method is better. To address Krampus's point though I think Silent's shader has a setting that lets you change the visibility of parts of the model by passing in a texture which contains the alphas of every preset you want in the form of a grid.
Well, there are good methods, and bad methods, due to their inherent performance cost, creating an additional skinned mesh is a poor performance method, hence why I wanted to suggest fixing it correctly 
Im not sure if this is related, but when I set the mesh to flat shading it looks like this which I don't think is supposed to happen
It does look a bit odd, but thankfully you don't want to use flat shading in blender
ok, i think i found the solution
one sec while i compile the info
So the weird shading is caused by the edge normals changing when you try to separate the meshes. To prevent this you have to rip the vertices before splitting the meshes
You can with shaders.
Poiyomi shader has udim discard for example, but it lets you toggle rendering uv spaces rather than vertex groups, but it's easy to setup regardless
recalculating normal doesn't seem to fix the edge normals for me
Or blendshapes but it's not recommended due to performance
regular recalculate only really fixes face normal direction
try settings normals from face
Sounds useful but I need everything to work for Quest so I think I'm stuck with the VRChat shaders. Some people seem to be able to make avatars with other shaders but I guess that's illegal.
oh i think setting normals from face fixed it thanks
Yeah not much you can do for quest. You can do blendshapes I guess
But it's bad for performance so I'd guess a second mesh would be better (even if perf rank doesn't agree, don't trust it)
But even better is making the clothes a bit more loose and/or having better weight painting
If your topology matches then having similar weights should prevent clipping
You can also use twist bones to prevent some stuff from collapsing into itself when bending
its morbin time 🕺
gotta texture the metal parts n stuff, then ill get to making the facial shape keys 🕺
not really ontopic to the channel but will i have issues opening .blend files from older versions
When i try to edit any part of my avatar with x axis mirroring and proportional editing part of the bottom teeth shoot up like this
is this blender?
yeah
well as I said in the other channel, sometimes mirroring can cause issues where verts will merge. I'm assuming thats whats going on here
the problems affects the same verts from bottom and upper teeth
im trying to figure out how to fix it
I guess there should be a way to adjust the threshold of when verts merge
I can't help much specifically since I don't use blender for my modelling
ok ty
probably not, but if you save something in 3.0+ i'm pretty sure you won't be able to open in older versions
tho there are some quirks with opening 2.7 files, the ui's gonna be weirdly setup probably
If I struggle to open a model from a different version I just open it with the correct version and export as an fbx
Usually if you try to open a 3.0 file in 2.7 it will just error out
Rough draft of my RP characters sword
The blade shape is nice but that's a lot of crossguard and pommel which makes the blade look pretty dinky in comparison.
The blade is from an Infinity Blade sketch fab. I’m working on a custom handle. I might make stylistic changes to the blade as well. This my first work with blender
It might be good to get some reference and model from that so you can get the proportions dialed in.
Anyone know how to eliminate (or at least minimize) the appearance of flat shading using Shrinkwrap and multiresolution to bake normal maps? This is a comparison of my 1.4m level 4 shrinkwrapped model I'm trying to bake vs the original 30k model I'm using as the target. Every level I go up in my multires modifier just makes the flat faces more obvious but I need a fair amount of geometry to capture the detail cleanly.
is your low poly mesh shaded smooth tho
It is, yes. I think the problem might be that the high poly mesh has been sculpted with dynamic topology so the areas where I've added detail are smooth but the areas where I haven't and the poy count is still low are not. I'm still not sure why this would be the case given that both models are using smooth shading but perhaps just having more dense geometry throughout will eliminate this issue.
I would just do the entire sculpting process on the model I intend to bake with multires, but even with the model subdivided to 5m polygons, I end up with jagged detail that can't be properly smoothed. Maybe I need to treat multires like the subdvision process in Zbrush where you need to progressively add detail at every subdivision level so the next level can properly build upon the lower levels.
Haven't used multires much
But I know blender baking isn't that great
Why not bake in something else?
I know that kinda defeats the purpose of multires
Or maybe lookup a tutorial and see, maybe you missed something simple like a setting
I have looked up tutorials and this seems to be the process. The thing is the details aren't even baked, this is just a high resolution model created with multires and then shrinkwrapped to conform to a medium poly model which I would then bake onto my low poly model. I hear Blender isn't the best at baking normals but I've also seen it bake some pretty decent normals. I guess I should eventually start subscribing to Adobe's substance designer package in addition to the $40 a month I spend on their standard suite of apps but I'd just rather not have to learn a new program at the moment.
If anyone can help then please. these 2 verts merge when trying to move either when mirror is on x axis (not mirror modifier). I've been at this for like 6 hours but nothing works
I used symmetrize to make to object symmetrical and set origin to middle. Also mirroring doesnt affect this object for some reason
Is it possible that X is your vertical axis and thus when you're moving on vert down, the other moves up and because of your merge distance, they get fused? Does this behavior only occur with those 2 vertices?
yes only those 2
and no its the correct axis : /
and they dont get fused they're stuck so close together they seem like a one vert
I assume you tried deleting them
well yes but then the uv map doesnt work anymore and i dont know how to work around that
this type of symbol appears
and also it didnt changed anything they still get pulled together
You can just manually readjust those vertices on your UVmap
New vertices get pulled together ?
yes
Can you screenshot your entire screen ?
No modifiers ?
Yeah if new vertices are also doing it, I'm not sure
yesterday it worked just fine but today when i was creating shape keys for the mouth the problem appeared
Is there any weird instancing going on maybe? Can you post the object properties? It's the square with the lines around it.
this one?
That's the right window but just post the whole thing if you could.
I cant find much on this but my armature wont pair with my mesh and i cant figure out why for the life of me, im a blender idiot and need some help
If you've got a mesh and a rig, you can select the mesh, then select the rig, then press ctrl + p to parent with automatic weights. This will likely not be perfect as automatic weights are just a brute force guess at the weights but it will create the necessary vertex groups on the model and assign them some weight which is basically how the model interfaces and knows what to do with the rig.
Thankyou!
any one know how to work unity?
im trying to upload but its giving me an error i think it has to do with my vrc sdk but i dont know
Not like channel for that, try #world-development and post an image of the errors that you're getting so we can narrow down the issue.
need to be more clear. if its for an avatar you need to go to #avatar-help if its for world, #world-development
Got my normal baking situation solved, just had to apply a few levels of subdivision first before doing the rest of the sculpt with dynamic topology to ensure there was enough geometry across the entire sculpt. Seems like shrinkwrap just ignores smooth shading so you need enough geometry on the shrinkwrap target that the individual faces are no longer visible. I think the bake turned out pretty clean, despite many people saying that Blender doesn't do well with baking normals.
Blender can do basically anything if you are willing to put in the effort to work around issues like that.
Nice model btw.
Thanks but it's just ReadyPlayerMe with a normal map applied. I'm working on a show with aliens and while I can and have created avatars from scratch, I need something I can fill out the roster with that doesn't take so long so I do a lot of modification and kitbashing with RPM avatars to hasten the process.
Still looks good though, couldn't even tell it was a RPM avatar with how good those normals are.
ay nice, ive wanted to kitbash those but some of the female textures are broken or simply nonexistent like the cyberpunk outfits lol
A lot of times I'll just take clothing from Sketchfab and use that, you can get a lot of stuff legally for only a few dollars but the complexity of the kitbashing varies depending on a lot of factors. Ideally, the clothing is in a t-post and already has weights so you can just rename the vertex groups and you're good to go but it's a bit more complicated if it's too high poly or in an A-pose, in that case, I'll usually just re-rig it using a plug-in for Blender called Auto Rig Pro. I prefer it to Mixamo and it can do a lot of other useful stuff like retargeting animations.
should i start doing topology or weightpainting or making seperate objects?
topo
alright
i have pride pins for sale <3
Idk where to put this but I’m helping my friend wit blender and she doesn’t have these buttons or whatever on the side?
ctr+space
Uhmmm it didn’t do anything 😭
Is she using a different layout?
Hey guys i need help!! I was trying to compress a supposed copy of my blender file but instead it destroyed my textures (which i managed to fix) but i also fked my shapekeys.. So my basis shapekey now became the right blink, can this be fix in any way?
Well basis is "fixed" now but left blink looks like this and right blink doesnt even work...
im losing my shit honestly this all started from a small problem with the teeth and escalated into this
I don't know what you did to fix it but my suggestion would be to change the Range Min of the right blink to some negative value (-1?) so that the shape key goes in the opposite direction and hopefully returns the eye to its default position and then apply the shape key to the basis using the dropdown menu
Probably best to just redownload Blender.
I found the copy of the file i had and it seems to work just fine except that i cant save it anywhere
phew
can i somehow make this the default file?
Are you trying to save to Temp? You can't save anywhere else? Maybe export to FBX and re-import it?
i fixed it, just had to "save as"
i hope i dont come across any huge problems the compressing has done
By compress you mean added it to a zip or a rar file? So long as you extract it, you should be fine.
well im not sure really
i made a copy of my file that i tried to zip
but it somehow messed with my real file destroying some stuff there
I just noticed something. This is a copy of my avatars teeth. There's this dotted line thats coming from to origin but the teeth are not in the middle on this dotted line even tho middle verticies coords are on x 0. Can i do something about this?
select the mesh, do ctrl + A > All transforms
i did its in the middle
could the origin not be in the middle?
When trying to move it from the middle this happens
any idea what causes this?
do you guys think i should just redo the whole teeth? These things are just causing me too much trouble. Also is it easy to get the same textures on the new teeth?
Also will it mess with shapekeys? Or does it only mess with them if the mess replaced is part of the shapekey?
need some feedback on the ears, do i make them have armored skin like the neck/chest, or just the same skin tone as my face
Silver ye?
im doin the armor rn btw very coole
lemme try silver
well i made something like this
What raiden wears
lemme see
i mean
yea
i still gotta texture the neck and the side of the skull so
yea true
still gotta texture that too
yea, that also
for now im just goin with generic red,
As you can prob see yellow is ma fav color tho so once i got that hue stuff figured out ill do funny yellow
wdym?
the red ears
Yea its ma personal avi,
yea
well the thing is im not really looking for that style.
i mean i could just make the ears darker around the edges
making a mini ice construct avatar with customization all using shape keys by hiding them inside their respective body parts
Should i make him a avatar
Having a weird issue with textures in blender, when I import the model and either apply the texture manually or use fix model in cats, the texture appears to have a bunch of holes in it.
exporting the texture is fine and nothing is missing, but it's hard to look at in blender
Figured it out, I had show backfaces turned on somehow
Does anyone have an explanation for why the skin texture I painted in blender doesn't port over to unity? Now my avi is grey-skinned lol
Are you using a texture map? Vertex colors? You have to save your texture to a file and then import it into Unity. If you're using vertex colors, I don't really know because I don't use those.
Ahh ty, it's a texture map. I'll save it as a separate file tomorrow then :^)
@tulip condor yo. Out of sheer curiosity. Do you have a portfolio or any way to show off some of your 3D work? I am curious
Okidoke, so I saved the skin texture map and extracted the material from the .fbx file so I could place the texture map into the base slot. But when I did that, the material wasn't recognised anymore
You should just create a standard (or standard lite if you want to have it cross compatible for quest) material and put the texture on there, I don't think it recognizes the material you extracted.
Alright, thank you for the help! ^_^
I'm much more comfortable with blender heh
@median pike
i did it but it was 3 years ago
and trust me 1st one is big crap
but 2nd one is little crap
so dont bother
it look's pretty bad 😦
when i click on build and test/publish it just gives me this
nvmd i just made a new project and it works fine
an the other hand
how do i prevent the 100% head lock on my models
id like the head to be somewhat parallel to the spine and not to crazy angles like this
Almost done creating my fully from scratch model, quest compatible and sub 70k polys with medium optimization rank on pc
Looks great 
Thank you!!
more goth skater girls lets go
lol so what do I do when the model I'm trying to decimate is like 1.25 million faces and decimate won't work on it?
and when it stops locking up, it looks like... this https://i.imgur.com/4z1DXWG.png
retopologize
once I figure out where that is, I'll give it a shot. I downloaded Blender yesterday or the day before and only know a couple things lol
Decimating a mesh is like a last resort. The mesh you are using is clearly not meant to be used in videogames (maybe a 3D scan) so it needs to be retopod
yeah it's a 3D printer model from Thingiverse because I can't find any free models that fit my needs built for VR
whenever I look up how to lower the poly/face count of a model, decimate was like that only thing that came up
Learn a full retopology workflow in Blender 3.0+, using only free tools and add-ons shipped with Blender by default.
⇨ Master 3D Sculpting in Blender course: https://bit.ly/b3d-sculpting-course-6
⇨ Project Files + Blender Shortcut PDF (email required): https://bit.ly/cgboost-resources-14
⇨ Blender Secrets E-book (affiliate): https://gumroad.com/...
I just opened that video, good timing lol
When you chew 5 gum
lmaoooo
Good job on the texturing, mind if i ask you have any tips on doing stuff for denim pants?
do u use marvelous or zbrush?
I usually do everything either in blender or Photshop
I do have marvelous installed from the student license thingy
So i can still try it
any good brushes you recommend?
marvelous for cloth sim and id recommend zbrush for extra details like the little wrinkles between stitiches
as well as sculpting additional folds/ removing
i like zbrush cuz i got used to using alphas
quick way to add detail
then retopo in blender or maya, whatever suits u then bake ur high poly to ur new retopo in substance
thats how i did it
lol
i use marvelous for the clothing, and uhhh zbrush for texturing
well id like to try now i should say
ait bet, preciate it
i didn't even know texturing in zbrush was possible
sbstance?
Yes that
yes
i tried that before, and not a fan of it
i suppose i can try it like that also, i do retopo/sculpting in blender tho
this is what im workin on rn
u made the body?
Did all of the texturin on it, its from vroid sadly. i made the arms tho
the head is my first time sculpting too. been using blender for vehicle modeling for 7 years now ish
So this is a whole new package for me
Thx, i really like cyberpunk stuff
gotta texture the eyes n uhh skull/neck also
same for the facial cyberware/piercings
i suck at designing/picking clothes tho not sure what i wanna wear on my casual fit
Wrong place, sorry.
thx
hey, so im trying to atlas a texture with cats and i hgave material combiner installed, but every time i try to use it it says install pillow, so i hit the button, and it says to restart blender. i close blender, reopen it, and the cycle repeats. what am i doing wrong? i know theres something about running as admin but im on a mac
I decided to make the arms like the other parts. not sure what to think about it looks better tho.
Would it look odd to have a lower poly model? Like, I think it still looks good on its own, but will it look strange if everyone else is super high poly, or do the styles work together?
considering how many styles and levels of quality vrc models come in i would say its fine
Unless it’s optimized to the point it looks god awful, (idk why you would go that far) I think it will look fine. Cam in this channel has really optimized work and it looks amazing
I recommend taking a look at his work
what's the best way to fit something like say a piece of clothing from one character to another?
I'm currently trying with the grab tool in the sculpt section but wanted to know if there are other ways
The Draw tool in the Sculpting section helped me with alot of the clipping issues
But IDK, I just resize it if its too small or big for an avatar, and draw over all the clipping
resize it in edit mode using the native scaling and then using the grab tool in sculpt with symmetry on is probably the easiest
aight, I'll check it out, thanks.
What program is reamended for generating textures? Is there a way I can 'draw' on a model and have it generate a flat texture file?
Blender gives you the ability to draw on textues.
Substance painter I believe is the reccomended one thouhg (I have never used it so can't comment any more)
Often it can be useful to outline your uv's in blender and then actually edit them in a program like krita
someone knows how to fix these like idk light-shadow artifacts in unity?
im back from summer cottage and i found the solution a while ago, i had a thing called topology mirror on in the mirror settings
turning it off seemed to fix the problem entirely
Glad you found the fix 
Nice, looks very clean. Only real error I can see is on the tang and it's very minor. I assume the hammer hasn't been done yet
do you have the real thing to use as reference? or just google search
Been working on this yesterday, i dunno how to make the fluff more fluff though and i probably need to make it less "stiff" since it does not look that good when attached to the head
Maybe i just need to rotate them differently to get a nice placement
mirrowed and angled differently
dunno how to make this better
Only reference images online sadly.
Error on the tang? Mind elaborating?
Sure, you can see a very slight discoloration right here in the marked area. It's extremely subtle and only really noticeable since the rest is so clean. I figure it's probably just how the geometry is in that area.
That's necessary because that line isn't marked sharp
or rather, not creased
because if I do, it sharpens the point on the right
one sec
ah, I see. My only advice (aside from just ignoring it) would be to maybe try other ways of building out that area to avoid it
I have an idea
but really fantastic work anyway, definitely looking forward to seeing the finished piece
that'd probably be barely noticeable once diffuse is added, great model though
good enough
looks good!
pretty sure newer blender versions adds vertex creasing
How new? I'm on 3.0.0
Oh, 3.1
Nice, time to upgrade
Making progress on da boi
time to do the armor plating, not sure how ill approach this tho
can someone help me with the new blender
That is a very open-ended question but maybe?
@supple garnet i been making a doughnut in blender
Ok?
Roblox sonic looks perfectly great and then oculus quest vrchat sonic looks terrible, roblox maximum polygons is 5k and quest is 10k, someone should explain that 🤔
Sometimes it's the skill of the avatar maker that makes the difference and not the polygon count. I imagine there are a thousand different Sonic avatars from different creators in VRChat. Also, I'm pretty sure the polygon limit for Quest avatars is 15k these days.
Ah yes so even more polygons and they look like n64 characters lol that’s kinda sus
Naturally my main avatar uses more than 100k polygons and even at 20k it still looks “good”
Also i used just an automatic decimation from cats
100k is a lot of polygons, even by PC avatar standards. Automatic decimation isn't the best method of decimation, that would be manually dissolving edge loops but sometimes it can be good enough and it's a lot faster.
It's 10k for fallback compatibility.
15k for Medium IIRC.
Yeah, 10k doesn't guarantee Good or Excellent quality depending on other factors but I don't think 10k+ can get above Medium. Still, being visible without having to manually display it or change your performance settings is good enough for me.
Being above 10k tris automatically makes you Medium on Quest.
It's a hard-cutoff point.
i find 10k for good on quest kinda ridiculous because the only models that would really even fit that size would be from some super old game or something or a mobile game. unless you spend a ton of time lowering the poly count on your model which most of the time you cant even get it that low without it looking bad
i would say 25k would be pretty good for quest you can still get a decent model and if someone puts in the effort they can get it that low fairly easily
10k is just to hard to reach without having major compromises
the quest is functionally a cell phone so essentially mobile game Graphics would be the graphics Target
yes i am aware but i do feel people do underestimate it
No one is underestimating the quest. We've done extensive performance tests over the years. It's already incredible what it supports in a public instance given the avatars people use
yeah i can understand that just wish my model did not get auto hidden its 25k poly
have you tried to see if you can shave off 6000 triangles Ben10dom1
It's all a matter of style, the RPM avatars look good and are under 7500 polygons, you just can't have a photorealistic character with 10 different outfits and accessories. I've made characters under 10k polygons that don't look that different from a 200k polygon sculpt just by baking normal maps, you can get a ton more detail that way.
and considering most people are running around in Anime Avatar as they should be able to be converted pretty decently
how do i make the lowerlashes transparent.... im not good with nodes
In Blender, you would need to have the alpha output plugged into the alpha input on the channel on the shader for Eevee and then go into the material settings and set the blend mode to something like alpha blend. I think for cycles, you still need to have the shader you're using going into a mix shader with a transparent shader and using the alpha output as the factor but Unity is different. In Unity, you would need to create a material, set the rendering mode to fade or cutout and then use a texture imported with "alpha is transparency" checked so it depends on where and how you're trying to do this.
instructions unclear due to my braincells i have created a monster
I GOT IT
i did it 
i have another question
for some reason in edit mode ican move the shorts verts but not the tops verts... same for the entire body mesh. i looked online and ppl said it might be shape key stuff but the lock isnt on... i looked at the magnet thing its fine but im not seeing any other answers
And it's all one object?
yes i cant even delete the verts on the untouchable parts
i tried deleting the head so i could replace it but it wont go anywhere
Hmmm, not sure, I recall someone having a similar issue recently but I'm not sure if/how it got resolved. One option might be to try to export to OBJ or FBX and re-import to see if that fixes it.
https://gyazo.com/9758f164d507a5b0f0c040a72eab11d2 Is there a specific way to alt-click and intentionally auto-select different ways?
Yeah, whichever edge you're pointing at
in this case, the larger edges point outward, it'll select that way, smaller edges are pointing around the circle, so you'll select the loop that way
And by pointing at I mean your cursor being closest to a specific edge when you click
Ayy nice! Thanks again! :)
Hello! Blender noob here.
I'm currently developing a world and am having issues with subdivision. My goal here is to have a road (shown as the unselected bit) and ground/hill (as shown by the object currently in edit mode).
I guess what I'm not really understanding about subdivision is that most of the uses are shown where it doesn't clump up in dense areas. Even if it is not a 4 vertex poly, it manages to make large, even faces.
However, in my case, the areas where the hill object is lined up with the road object (where it has a lot more verticies), it ends up creating exponentially more veriticies than necessary.
Is there some way to limit the distance of verticies? The only solution I have is to select the verticies and then delete them. Or alternatively, manually create all the verticies that I want, but that seems excessively overkill. Unless there is an easier way?
Basically: I want to be able to select all the verticies of the road where the hill would connect, create a new object with those verticies, then make a few verticies to make a single larger face that I can then subdivide. Unless I am fundamentally doing something wrong?
This is a better view of what I start with and eventually subdivide
You can easily do what you're describing at the bottom, road mesh in edit mode, extrude the vertices of the road's borders, select the faces you just created and press P to separate
So would I just do P to extrude multiple times so I can make mostly-even square faces, and then I can cut off extra verticies and clean up the end?
Unless you're saying this? My only problem with that is that I'd need to still subdivide. Even if I did manually subdivide each edge, selecting all and pressing "F" to make faces would make a ton of overlapping faces, rather than just selecting the nearest faces and not overlapping.
and doing this would still be the same result. Faces would overlap, and I have clumps of verticies
manually subdividing these edges technically does work, but I'd still need to copy and manually create vertices and make faces from that. Unless that is my only option with a complex shape such as this?
I feel like subdividing the whole object would be easier if I could set a minimum distance between vertices, or if I could deselect certain edges from creating additional vertices. But I don't think that's an option. Every search I did for this just returned basic tutorials for subdivision, none of them using complex shapes like this. Which makes me think I am doing something fundamentally wrong.
My method of manually deleting vertices mostly worked for this shape, but you can see there are still excessive vertices, and the new shape I am working on has probably 4-5x the number of vertices that I'd need to dissolve/delete.
I'm mainly just seeing if there is a way to do this without resorting to manually creating vertices and then manually selecting vertices to create faces one-by-one.
If they're uneven on opposite sides, there's not really a good way to do it
Grid fill might give you a good enough result though
That seems perfect. Though another ask: Is there a way to "F" vertices, but to only create edges, and to only make edges between the nearest vertices? I have no idea why blender is choosing to randomly make edges between vertices that aren't near each other.
I can go through and select one vertex at a time, which is fine, but it takes time of course. Not sure of a faster way
Okay, I think that worked for the most part. I was able to subdivide the straight edges to be approximately half the density of the complex edge, selected the opposing edges (top and bottom), and then did grid fill. Thanks for the help!
oh, and using "simple blending" makes it much more even, which is nice 😄
Ideally so I can sculpt it into a hill like this one was
Ah roger that
I guess simple blending causes it to have this weird overlap, so I'm actually not gonna do that, lol
Also once I get to the Unity part and checking poly count/performance, I'll consider how many polys I have and work on optimization, since ideally it would be a decent performing world for both PC and quest
Jenny WIP
Gonna use some flat shading and eye tracking tricks to accomplish some neat perspective-based stuff
Not done, but here is the result of being able to have this shape with plenty of vertices. If needed, I can later decimate/dissolve vertices that don't really do anything.
Sorry for this silly question but I completely forgot. I know there is a way to scale/move vertices relative, like evenly, in such a way where in-between vertices will scale proportionately to the original. IDK if this makes sense
or maybe not. I was trying to make this a slope, but I forgot I tried this last time and ended up just rotating + moving
I'll try that next time, thanks. Just did rotate + move this time
Sorry for asking so many things, lol, but google is absolutely terrible for blender it seems.
It appears that the texture on one of my objects is the incorrect orientation, despite the normals being the right direction?
wip of my fursona
your UV's are probably wrong
Is there in here I can ask for commissions?
OpenAI's GPT-3 is already allowing me to avoid learning Python. https://cdn.discordapp.com/attachments/230485899715018755/991716529148280862/unknown.png
You have to scroll up a bit but you can find the VRCTraders server in #community-servers-old
what the fuck, wild
So... what's the proper way to do spec maps on the default unity shader?
Everything I do ends up looking a little metallic or slightly off, or just.. blue? for some reason
I'm exporting roughness textures from substance or making my own, and I understand the grayscale aspect, it just doesn't look good. does setting smoothness above .5 just ignore the blacked out spots?
Well, you definitely don't want a specular map unless you're using the shader with the specular setup but assuming you're got that part right, I'm not sure. I would watch this video https://www.youtube.com/watch?v=X9RR7DdOwmY
In this video, we talk about how to use gloss and roughness maps in order to create realistic shiny, reflective materials in Unity!
Learn how to add these maps to the alpha channel of a map so you can enable them in Unity!
DOWNLOAD GIMP
https://www.gimp.org/
POLIIGON TILE MATERIAL
https://www.poliigon.com/texture/tiles-rectangular-mirror-gray...
Ok, I'm officially impressed, AI can do scripting now.
It probably has most of Stack Overflow in its training data minus the passive aggression and snark. Alas, it's still not available to normies and it's hard to say if it ever will be without massive limitations to prevent us from doing anything they don't like with it.
Awrite, thanks! I know about these sorts of things, i've made textures for source, and I tend to use poiyomi for my avatars cuz toon shading = the best, but spec... gloss? w/e work differently on that than they do on more realistic shaders
how would i smooth this
could be normals. select the whole mesh in edit mode and do alt + N > reset vectors
gonna have to wait for my computer to respond
its such shit that the app is not responding when im just trying to merge to verticals
Are there any common ways the UV would be wrong? I just clicked UV unwrap and didn't touch it otherwise. I'm using a poligon plugin thing to scale and mosaic the textures, which is in the material and is the same for all three hills
Its not that google is bad for blender, it usually will give you twelve different ways you can do one thing 😅
its about knowing what to search, textures have almost nothing to do with normals. Its hard to understand your issue from this text.
Textures being wrong is usually a UV issue. but its hard to know what is actually happening here
How can I get rid of the black around the hair
Does the texture have transparency? If it does, you can import it with "alpha is transparency" checked and then set your standard material mode to fade. If it doesn't, you'll probably need to use a cutout shader and then adjust the threshold. Neither of these will work for Quest which doesn't support transparency on avatars so in that case, you'd have to have the shape of the bangs modeled using the geometry.
Go to shading tab and connect the image alpha to the alphq in the mqin node
It’s open access with no waiting list. beta.Openai.com/playground. They require a phone number though.
Really? I hadn't heard about that. I will check it out.
anyone know how to fix this issue
Are those bones connected to anything?
theyre supposed to be connected tot he hair mesh but idk
I'm not talking about connection to the mesh (weights), I'm talking about connections to other bones. You need for the bones to be parented to the bone that's getting moved in some way (either directly or as part of a chain) or else they won't move when you move other bones.
Have a question about a technique to do something, does anyone know of an easy way to generate normal map divots around UV islands? I tend to unwrap my clothes similar to the actual panels that would be stitched together so i like to put deep norms there. My current method is selected-to-active baking where I take the seams and bevel them with a custom profile that sinks in the middle loops but it's kind of finnicky and unreliable
This is an example of what I mean. I can edit out artifacting but sometimes the mesh is too complex / bevels outwards for some reason it's just a pain to do correctly
in substance painter, use the UV border distance generator
but for example like, here, the bevel doesn't always apply evenly. yeah I can do it manually but im kind of aiming for some technique that can approximate it well enough and doesn't require me drawing them on in substance painter lol
oops
a WHAT now? 👁️ 👁️
then add a blur filter, and make the layer have a height value of something like -0.5
that is absolutely insane and (probably) exactly what I need, wow
example
absolutely insane
do you already use Substance painter?
Yeh!
okay cool
so you know how to create fill layers with black masks and add generators to the mask?
I'm just annoying and don't like to draw along seams if I can generate it properly. yes i care about the texture being seemingly seamless around the seams
not entirely sure about generators but google can prolly help
yea if you've been using substance and don't know about generators then you've been doing it wrong kek
one of the most powerful things in that program
I don't assume I'd need to generate curve maps or anything if its just with UV islands
nah, UV based
that's like actually insane
:p
if there's parts where you don't want the effect, just add a paint layer above your generator and black stuff out
(in the mask)
Well thank you so much! This is incredibly useful for when the funny blender bake doesn't wanna cooperate easily
that looks very helpful
Yeh I know, I'll prolly bake an AO map from the normal maps after i combine them all
another thing I recommend doing is setting the fill color of the layer to black, and setting it to Multiply
then fuck with the layer opacity
alternatively, add the AO channel to your texture set, and increase the AO
so that it'll be added to the AO map rather than baked into the diffuse texture
I tend to just do this set up once I combine the multires bakes with the seam bakes
then bake the AO in blender
am stupid and importing textures into substance makes me feel stupider so for this part i feel its easier for me
but thanks for yer help so far ✌️
Right, I get that. Me not knowing what to search may be the problem as far as google goes.
The problem is that all my faces are facing the correct direction, but for some reason the texture is flipped on the lower/right object. You can see that on the side it's supposed to be (blue faces), it's a lighter color, but on the bottom side (red faces), it is normal.
It's like the texture is opposite the face direction.
Here is a video of the problem. I guess more specifically, it seems like the object normals are facing the wrong direction.
W.I.P
This was supposed to cute in a way but the more I modeled the more it turned into a spawn of satan
Love the shading!
Thank
Your description is still very hard to follow, but it just sounds like its unwrapped incorrectly? is the mesh just a plane? can you enable backface culling? is the mesh supposed to be two toned? can i see the material?
Its hard to know what its supposed to look like when i dont know what it is you are making 😋
I think my character might look better with thinner, straighter hair
https://cdn.discordapp.com/attachments/966887958068232244/992490432627998830/unknown.png
would depend on her clothing for me, but it looks like you could easily include both options
the bottom looks like a piece you could just toggle off to make the sleek look, or toggle it back to the swoop over the eye look
I have the model that i pulled from a unity game. I'm in the process of rigging and setting up vertex groups and all the other fun stuff that goes into making a vrchat model. however the models feet are meant to be wearing heals. I want to use shape keys so that I can wear both heals and flat shoes. issue is, every time I try to position them to look natural. it looks horribly deformed. I'm not much of a character modeler myself, could anybody help with this, or have any suggestions?
Not really sure how to do the chest pieces, oh and also changed the color scheme like this more
Closer to a Cleopatra too ! At least the Monica Belluci version
Oh she does look like her! And Might I add, Mmmmmmm

For my first #Artfight2022 submission, I decided to model @Zodieas_Nic 's Rae character. Took me a whole damn day but I'm super happy with the end result !
Hello, May I ask does anyone know how to add png clothing to an avatar
what does that even mean? could you be more specific?
Got it sorted, but where is the pest place to get clothing for a VRM?
It seems like you just make VRM avatars more or less the same way as any avatar so I assume Sketchfab would work. Unless you're using some special program that doesn't allow the importing of common file types
doubt they know how that works
if doing vrm you probably want to look at vroid
which is probably what you're already using. you can get clothes on booth.pm and maybe deviant art?
W.I.P Jon Bon Jovi
why is this shading problem happening in my model. i've tried everything to fix it. it's not a normal map issue nor is it a normal direction issue
Did you try resetting normals vectors or setting the normals by face orientation ?
yes i did both of those
tried deleting the face and recreating it ?
As well as the faces left and right of it
didn't work
Unsure in that case, hard to make more guesses without having the mesh myself 
What's it look like without the textures in the plain tender mode?
I painted the texture from back to a light red as shown in the right texture. But when I saved it, the image shows it as white. anyone know whats going on
Mind showing the rest of the screen ?
its odd too cuz the whiting out only happens for the shirt and skirt. the pants and her nails are fine.
Is the image opened in another program outside of blender ?
Are you doing a blendfile save or the image within the blend file save ? (Alt + S vs Alt + Shift + S)
also when I import the model to unity, her right glove is wigging out like backfacing is on. But its a direct mirror (M + X) of the left glove. Is that probably the issue?
A modifier mirror ?
ok im new to making vr chat avatars and im tryin to make a tails if any one would help i would be greatly appreation
Rain sensei here, ask me as many questions as you need, we’re making a head out of a cube.
btw that cube was 2m by 2m I had a slip up don't fight me.
I'm using blender 2.9
I’m sure you’ve seen a lot of people who get perfect circles and start pulling here and pushing there, and in no time they’ve got a pretty face. That’s sculpting, if you want...
Is that polygon modeling without a base sculpt? I'd rather drink a glass of nails but if that's what works for you then different strokes, I guess.
Expecting beginners to sculpt is how you make people give up on the software instantly lol
What's a good way of making neck/chest floof like this
probably just a lot of face extrusions and then merging the new vertices at their center to make spikes
Okay so.
So you have a neck, then, add a torus. Use proportional editing to make it into the rough shape.
Add a displace, set it to noise, set direction to Z, play with the scale.
This'll give you the basis of the fur
Then, weightpaint rougher patches and for each weight paint have a dedicated displacement for it.
One for eacha xis and then a laplacian smooth
You'll get something rough like this, then, any touchups, use edit mode and sculpt mode to fix.
After you're done with that, use vertex paint and search for "dirty vertex colors"
Then play with the values until you get some color variation
This can work as ambient occlusion if you'd like it.
However my preferred method is simply baking it.
There are many ways but this one is quick as hell, if you're looking more precise, the best way is to just do it manually, in which, good luck
I'd personally do it manually yeah, ends up giving a lot more control
i still envy your texturing style very good 🕺
thank you!!
np
Is that painted normals or an actual high to low ?
mixture of high to low and painted height maps
large folds are from the high poly bake and the memory folds u see throughout are a height map
Looks great!
thank you!! gonna be aiming to make this model "good" ranked
doing my part to make vrc run better

mirroring stuff usually also requires you to recalculate normals with shift+N
Did that and it continued to show up like that. Resorted to going with just one glove
could have ticked inside in the box that appeared
sometimes blender doesn't know which way is inside and which way is outside depending your topology
Does anyone know how to texture something like this?
It's kind of hard to explain the entire process of texturing but you'll want to start by looking up tutorials on UV unwrapping. You'll need to do that before texturing
Thank you, I'll try to start with that. May I refer to you for any questions on parts of the process? Sometimes it's not too clear and English isn't my first language
You can post them here and I'll likely see them, I'm around here a lot. DMs don't really do anyone any good as they just limit who is able to see your question.
hello there, i'm not too good at modelling in blender but i wanna model little horns on an axolotl avatar
i used knife to make some more verticies so i can sculpt later, altho the knife wouldn't mirror
how can i mirror the new verticies over to the other side? i want it to be symmetrical
You can delete the right horn, and use the symmetrize function on the left one, and then merging overlapping vertices
thank you!
i completely forgot about that function
hmm i'm trying to merge them by distance and it's not working out
You would have to select the head mesh as well !
Any idea on how I could make this type of hair?
There's no one technique I could point to but I would sculpt it from a sphere using dynotopo and using the flatten and pitch tools to get some nice stylized waves and then use that base to build my final topology on top of.
Looks like a nice color combo. Maybe some white accents on the skin here and there?
ah i see, i was only selecting the verticies around the horn, now that i selected everything it worked!
tbh I would model the horns separately and just clip them into the head
to not fuck up your body's topology and UV's
if you're gonna be retexturing the entire body, then it doesn't really matter
i considered that it might mess with the uv stuff butttttt
i believe it's an easy fix
it's much easier for me to do it this way
still a beginner after all
@tough plover this is what it looks like with the horns now, how do i symmetrize the other horn on the uv map?
pin all of the UV's except the ones for the horns and unwrap
that messes up the original unwrap i think
that's why you pin them
You could probably also just select the faces and just unwrap those but I wasn't aware of pinning.
oh wait i did the opposite of what u told me nvm lmao
mb
hmm i mean that makes a separate uv for them
Then you just need to move it into place and weld the vertices at the borders
when you unwrap, have everything selected
not just the horns
you should not need to manually weld the vertices
the stuff ur suggesting isnt working out for me sadly
maybe i'm doing it wrong if anything
definitely doing it wrong
it just keeps messing up the original uv
make sure all of those UV's are pinned
select them all and hit P
then select the whole head including the horns and do U > Unwrap
everything except the horns
you are trying to unwrap the horns but not anything else
alt + P to unpin stuff
the concept of unwrapping something to conform with what's already been unwrapped is very useful
i suppose pinning is supposed to make the body mesh untouched when unwrapping? even when i have the rest of the body pinned it still unwraps everything
idk why it does it
i'll give u a clip in a moment
OH
also you need to pin the HEAD, not the horns
okay
give me a moment
Thoughts on the hair?
It's not bad, a little lacking in flow and volume compared to the concept, a bit like an early-era dinosaur Beatle
True. This is honestly my first legit hair style that I have made on a character
It it's going to be that dark, then you don't really need to worry about detail, it will all get lost anyway, just focus on the silhouette.
There are certain areas of a character that require a lot of additional practice, faces, hands, feet, ears, and hair and you kind of learn most of them as part of the broad topic of anatomy so hair is very much its own beast that takes work. Luckily you can get away with chunky, broad shapes here and don't have to worry about layering planes with transparency.
@tough plover so i managed to pin it, this is what it looks before and after
I don't know about pinning, seems useful but you could try just selecting the horn and unwrapping it, then moving and scaling it into place, that's the method I've always used.
i think that's the only option i have left
Much better, I think. I would go with the dark blue over the white as I think it hides some of the imperfections in the flow of the hair which the white makes much more glaring. Where it's still lacking is just the elegance and balance of the curves, they just feel like they're wobbly without having the polish of a strong curve transitioning into a valley and that producing further ripples. There's a concept in sculpture called contrapposto where everything is designed with these complimentary curves to make the form dynamic and I think that's what you're going for, that flow just isn't quite refined enough and gives a sense of uneasiness.
Yeah, I get that it aint as flowy or dynamic as I wanted ot to be. But for what its worth, it look as good as it can be lol
I think it could look smoother by refining things with the grab tool but you also probably don't want to spend the rest of your life on this character so it's perfectly fine to call it good enough and try to refine your process over the course of multiple attempts.
@harsh saddle could you show me a quick process of how to scale and move the uv of the horns and connect it to the rest of to body's uv?
i've never done any uv stuff before so i'm not sure if there like some sort of layer to this
You select the horn in edit mode, press U to unwrap it, then it will be selected in the UV editor and you can move it using the G key and then x or y to constrain it to a particular axis and S to scale it. Once it's in place and the right size, you select the vertices on the edges of the new UVs and the vertices on the UVs you're trying to marge it into and press M and do a merge by distance.
This is all in the UV editor after you do the initial unwrap in edit mode.
anyone know how to fix this?
Weight paint your eye meshes to your eye bones
ive fixed the issue but now I got this
moving the eye bone turns the eye instead of moving it naturally
Why does stuff become invisible in Unity when trying to change the material on something I just imported from Blender
It seems to be a position related issue after exporting
For flat anime eyes, the bone isn't meant to be on the mesh itself afaik, it's supposed to be further back
If you mean just extracting from the game, if that's even possible, it would be stealing and not allowed in the TOS.
ok chief
i have a issue
purchase a model... said it was vr chat ready... cant get the model to load prorperly in unity... its a .FBX file
What do you mean by it doesn't load properly? You drag it into your scene and nothing shows up?
You'll generally need materials created in Unity, though sometimes you can use embedded materials. It just came with an FBX and no texture/material files?
came with material files
Okay, did you bring those into Unity and try to apply them? You'll want to import all the of files in the download to the same folder in Unity, not just the FBX.
The materials should have the textures attached but if not, you can create a standard material and add them in yourself.
they have stuff attached but its not loading in
Then, you just drag them to the character
ive tried that aswell
You created a new standard material, added the texture in the albedo channel, and dragged it on the character and it stayed white?
yeeaaa that won't work either (or at least it's gonna be much harder)
i need to do something else
i could just copy one portion to the other side, i'm just not sure how
I am a "delete half the model and mirror everything for the smallest change" enjoyer 😔
Watch this video in context on Unity's learning pages here -
http://unity3d.com/learn/tutorials/modules/beginner/graphics/materials
How to control the visual appearance of gameobjects by assigning materials to control shaders, colours and textures on a renderer.
Help us caption & translate this video!
It's not a bad option prior to unwrapping and rigging but then it gets a bit less optimal.
someone may have to walk me t hrough this
That's what tutorials are for.
tutorials aint helping
You haven't had enough time since I posted that video to watch it.
aye, but the persons setup thing they posted with the models not working
should not be having to do anything to this avatar besides upload
In Unity 2019.4.31f1 > Import VRC SDK 3.0 then import the VRChat file
thats legit the instructions
never mind they had the wrong files as the main
since i symmetrized the verticies of the horn on the other side i'm currently having a problem where i have the UVs of the horns on top of each other
(moved just to show that they're on top of each other)
That should fix itself once you unwrap again with the pin method that was mentioned before
this is what happened when i did it
so it doesn't work for me
a lot of it got messed up and i dont know why
If the problem is that the verts aren't connected, it's because you haven't merged them, though I'm still not sure what problem you're running into with pinning
I said merge in the UV editor, not on the model.
,
wanted to position them but there's some unwanted verticies, plus some unpinned stuff didn't get unwrapped and uhh yea i dont know man
i can't unselect it
when it's in place
Well my process doesn't use any pinning so it has nothing to do with that. It seems like you had everything and place and you just never merged the verts on the edges.
okay i'll unpin everything and unwrap again
so now i have one full unwrap of the horn
so umm now i have these two
is there a way to delete the one on the left
to replace it and then uhh ya know mirror the other one
Well, I don't know how you got that first one that was pretty much completely there other than the verts being merged but it looks like it's unwrapping this new horn differently so you'd have to line up the verts manually to make them the same. Might be your only option if you can't get pinning working.
this one
That looked like the other one so what did you do to get that result?
Or are the verts on the left side not merged?
i was trying some stuff with my friend but you know what
it doesn't really matter
it mirrors anyways
i just wanted to be organized
are you still stuck on that issue?
with the UV's?
Select all of your mesh then go to edit mode
Control a on you uv
Then select pack islands
Perhaps this will fixed it
(Just A not Ctrl+A)
Hello! Can my UVs look like this if i want to use the substance painter?
you can use any uvs, but you want to keep in mind the amount of uv space your using
and the padding between each island
you can always redo UVs since substance painter saves them physically
though sometimes its not 100% correct and you might want to paint on the uv physically
anyone know how to make it so there's no crease when joining meshes? im kinda new to 3d modeling lol
Using Remesh to the right of DynTopo should do it but I'm not sure how it would be done without remeshing.
it worked though, so thank you
you should learn about topology and doing retopology on a mesh
you will get much better results
Oh yeah, I couldn't just do a remesh on a sculpt and call it good enough for the final topology but some people like to sculpt using multiple merged objects and you're gonna want a clean sculpt for reprojecting any details onto your finalized topology with a normal map.
Does anyone know if there's a quick, easy way to just fit two ends of vertices together? Like these, for example?
You can select both edges and then in edit mode go to "bridge edge loops" which will create new faces between the edge loops but it will likely be kind of messy. The better way to do it is to use proper face splitting techniques to get an equal number of edges on each side
i made a 3d model and i want to make it a avatar how do i do that
i'm sure you guys probably see this all the time for a question and in that regard I apologize, but what is the polygon limit for models in vrchat? I've been sculpting a model for quite some time and I see so many mixed answers online, so I wanna know how much I can work with so I can retain the form of the model as much as possible.
The Avatar Performance Ranking System allows you to see how much a user's avatar is affecting performance via analysis of the components on that user's avatar. You can also use it on yourself to see how performant your avatar is. This system is provided to inform users what is likely the most perfor...
For PC, anyway. It's not going to show up for Quest.
oh, ok i'll keep that in mind
does the "MuteSelf" Parameter work for quest?
don't see why not
oh, it does, i just messed up my animations xD
Can someone help me remove or fix the thing round the eyes?
You can select the faces in edit mode and delete them or hover over them and hit L if they aren't connected and then delete the whole bit that way. I assume they're for the eyelashes and there's supposed to be a transparent texture there.
Found this nice lil' 3D asset converter that's free to use: https://www.echo3d.co/post/convert-2d-and-3d-assets-for-free-tutorial
echo3D has created a converter for 3D and 2D assets! It is free to use for files up to 25MB (larger files can be converted here). Converting your asset types has never been easier. Just drag, click and download! Click this link https://go.echo3d.co/wVoZ or scan this QR code to see the same 3D bulldozer asset used from the examples. Video Registe...
sum modelin of a concept art of midna
ANy idea on whats going on with this?
how the hell do i get a .mesh file into blender
The dotted line seems to suggest there is some sort of relationship between the bone it's pointing to and that dot. If you click into the bone tab in edit mode, do you see anything relevant there?
There are a number of different programs that use and export .mesh files so it's hard to recommend anything without knowing the source but this might work. https://github.com/johnzero7/XNALaraMesh
xnalara does not work, i have it already
You could try this but it's just guesswork without knowing the program that created the file. .mesh isn't like .fbx or .obj that just refers to a single file type. http://niftools.sourceforge.net/wiki/NifSkope
It looks like its pointing at the mouth, but I dont see why
idk, i just downloaded it from a deviantart page. was looking for props for my life is strange avis and found em there so
You might want to expand out the armature in the scene collection and check for any bones you don't recognize.
ALright. Seems to be connecting to the neck area
Also, just to add a further point, when I put it into Unity, the eyes moved to where the dot is
Interesting, it is possible to make an eye tracking constraint in Blender, though I've never done it myself and I don't know how you would end up with one without intending to unless it's a quirk of whatever you're using to rig.
I have no idea
Are you using Rigify? I feel like that might make an eye tracker with its rigging system.
This is the third time I've tried working with this avatar and the menu does not function upon upload. Keep in mind, each time I start a new version with new animations, a new menu, new parameters, etc. etc. she functions fine. However, as soon as I upload her for some reason the weights change to -1. It ONLY switches to -1 in play mode, but when out of play mode the weights are a regular 1. What would make the weights switch to -1?
@rugged walrus If you have the right geometry to create an edge loop (a line of quads), then you just have to put your cursor closer to horizonal edge of the face to make an edge loop in that direction.
If it's not giving you the option to make an edge loop in a given direction, you probably have some wonkiness in your geometry.
Basically anywhere on the face that is closer to the horizontal axis than the vertical axis.
I'd have to use ALT+U then right? So I can keep my cursor at the area
I don't know what that shortcut does, is that for making edge loops? I just select the edge loop tool in the panel on the left in edit mode.
Ye it's the shortcut, I just started playing around with unity today. Have no idea what I'm doing aside from making box rooms lol
Wanted to try and make a window with edge loops
Oh, you're using probuilder, I figured you were using Blender. I have a tendency to assume that since most people use Blender. Yeah, I don't know with Probuilder.
I would suggest learning Blender but you can do some stuff with probuilder.
Oh? I didn't even know you can build worlds on blender, thought it was just for art
You can make models in any tool that will allow you to export to a major file type like OBJ, FBX, DAE
I see
Probuilder seems like it's only for making basic structures which is fine if that's what you want to do but Blender can take you a lot further.
I definitely want to make cool worlds in the future, I'll find some YouTube tutorials on it tomorrow for sure
Thanks man!
They don’t mean the blender cursor they mean your mouse cursor
Just put your mouse up to the shit in edit mode with the edge loop tool on and you can cut in different directions depending on where on the shape the mouse is
can anyone tell me why the fuck this is happening? for some reason when I combine my meshes, my mesh's UV map compresses into a singularity. Which mesh compresses itself and disappears depends on which mesh is being combined into which...
(using Ctrl+J to combine)
I found it
these two UVs were not named the same
and combining them made it so that both mesh UVs could not be viewed (and thereby rendered in Unity) at the same time
So I fixed my eye issue for my model. Now, I just need to fix these two issues and it should be good to go (Hopefully). Any ways on how I could these these two issues?
does anyone have any idea how to fix my unity?
i uninstalled and reinstalled it several times and its still not working
reseting my pc doesnt work either
if I open the unity hub its just all gray and then eventually I get the same pop up
how do i make this into some shit i can actually use
it depend where it came from
Does anyone know how to set it in Blender to adjust the effect of the material view to the left one?
On the right is the preset effect displayed by the material view
I recently made a new sans model!!
in solid view you can set it to flat textured top right.
in material preview go to your material and set emission to 1
or replace the shader with an emissive shader
it's in the shading tab
How do i extrude out equally on all sides so this doesnt happen?
I usually set the cursor to the center (you've already got your origin there) and then extrude, don't move it, scale it outwards
yeah i do extrude and then scale
how do i set cursor to origin i forgot
is there a shortcut
Moving the cursor is shift+s IIRC
Select the object in object mode, shift+s -> cursor to selected
When scaling, dont forget to set the Pivot center for rotation/scaling to 3D cursor
and i do that by pressing? uh
non numpad period
problem is that it isnt a 2d selection, so using scaling instead of transform may result in unwanted scaling in different axis
might be fine if you press shift+z during scaling so that it scales only on x and y
this is the pivot point selector?
That looks like camera stuff, sorry I dont use the newer blenders
that's not camera stuff
that's the same as selecting here
selecting cursor will make it scale along cursor yeah
but you can also scale along normals with alt+S
you can also choose the type of extrude with alt+E
Forgot about alt+S 😭
Hey everyone. I know that I have asked this before, but haven't gotten an answer. The SDK is telling me that my avatar is short and needs to be 20 cm shoulder height, Even though imported model is already big. How would be able to adjust it to solve the issue?
ik how to do toggles if u wanna vc
The problem is your avatar is large but it was created below the ground floor in Blender so it's only counting the part above the floor as the height. You'll need to bring the rig above the floor in Blender and then apply that as the new rest position or I think Pumkin's avatar tools can do that in Unity but I haven't tried those out yet. I've been told it can be fixed by moving the hip bone up in the rig configuration in Unity but I haven't been able to make that work. https://github.com/rurre/PumkinsAvatarTools
Ideally, you want to just make sure the model is above the ground plane before you rig it by making a plane at the origin and making sure the feet rest on the plane but you're a bit past that point now.
In Unity, there's a little white line you get when adding the avatar descriptor that shows where the bottom of the avatar is, so if that isn't where the actual feet are, you're gonna have problems.
Now that you mention it, the white line is way high up on the avatar. Is there a way to adjust that down?
Generally not in Unity, in my experience. Pumkins tools can apparently do it but otherwise you just need to make sure the feet are in the right spot when exporting. It would be nice if you could adjust that like you can adjust the eye height but for some reason that isn't a thing.
I'm not sure where exactly in pumkins tools you can find that functionality as none of the buttons seem to refer to it but I've been told it's possible. But I've also been told it can be fixed by moving the hips up in the rig configuration and that isn't true so who knows? The easiest option might be to remove the armature modifier from the model, move the armature up in object mode until the feet are on the ground, apply the transform, then move the model up by the same amount and then re-apply the modifier.
Yo, I figured it out!
Turns out, I needed to change the origin of the model down to where the feet are, which moves the white bar down as well!
In Blender? Yeah, that's what I was saying.
my from scratch stitch model
Nice
Hello, I am putting in IK's, bone drivers, and pivot bones into my model [Blender] and was wondering: do they transfer to Unity and VRChat and retain functionality? Also, is it alright to omit toe bones from configuration so that pivot\IK control? ...any tutorials?
no, none of that carries over
you do not need to set up any IK on your avatar in blender
you only need the basic humanoid rig
toe bones are not required
same for upperchest, and most fingers
however, upperchest is recommended to improve spine bending
ah, okay! Yeah...I was trying to make it bend smoother, least for clothing around armpits
ok, which bones do the trackers control?
depends which one they are closest to
if you put your trackers on your feet, your tracker will bind to the feet bones. if you put your trackers around your ankle/lower leg, the lower leg is what will bind
and the foot will be stiff
that doesn't apply to every tracking point though
hips will always be hips
ah, so fingers and toes would not be tracked unless with control commands? ...like if want to go tip toe with toe bone compression
ok, so do the elbow and hand trackers decide how the shoulder, armpit, pectoral muscles move?
every joint in between tracked points is guessed by vrchat's IK
fingers are only tracked if you have index controllers
toes are not tracked at all
if you are using elbow (upper arm) trackers, then that tracker will be used for both the elbow bend direction, aswell as shoulder motion
ah, okay, so those cannot be added to, gotcha! I'll stop trying that.
I am trying to see how to fix a clothing issue: it is for a shirt that goes from chest to right above elbow, so it needs to stretch when arm raised but not look rubberbandy and also be able to compress without looking messy [had thought that bones might help, but now just weight paint maybe?]
Yeah, think that would just be weighting. Not sure how you would handle cloth compression aside from a corrective shape key driven by the arm rotation but I don't think those are supported by VRChat.
aight, guess just gotta do weight paint and simply deal with it. ...well, I'll be using physbones; not cloth though.
I have a problem with wanting it to look perfect
I know this feeling. Probably not going to get there with VRChat 🙂
Would anyone be willing to teach me how to make vrchat avatars? I just want something simple that is of my own design
Is there a better spot to ask that?
mkay im tryna get a butterfly but it looks like this, how do i put the shit on it and make it look like an actual butterfly
If I throw a free asset someone's way, could I get some help with cleaning it up for VRC and generating a good UV map?
There should be something to make those planes a 2d transparent image basically.
import image of butterfly reference, cut the plane with knife tool tracing the image, that's one way of doing it
uh
I copied the skin layer to make a jacket for my avatar but now i cant apply mirror modifier because of the shapekeys
do i just delete them or??
depends
if if you need the shape keys or not
it could be that the shape keys are from the face or something so they don't actually affect the body
in which case you can delete them
otherwise you need an addon to apply modifiers and keep shape keys
(it's possible to do without but it takes a bunch of annoying steps)
you can try this one https://github.com/SAM-tak/ApplyModifiersWithShapeKeys
I don't remember which one actually worked well
ok thanks
So running into an issue with a free model; there isn't a UV map already, and the ones I unwrap are taking certain polies and grouping them in the center.
Would anyone be able to help fix it?
Are you marking seams or just pressing the unwrap button?
Both
I just ended up putting the loose polies where they needed to go or fit best like a puzzle
loose polies probably means the mesh is not joined there
Well, if anyone can help fix it up, I'd appreciate it
Because I don't want to go through the entire process I just spent the past four hours on again because some polygons just went MIA on me
It's a freebie from a 3d model site, I think it's initially designed for VTubers
I had some Decimates set up, as well as culling some polies that weren't visible
yes that's like 150 percent the total Avatar budget to not be very poor
I know, I had some Decimates to knock it down to 2500 polies
yeah that's a more reasonable number 2500 triangles
But I apparently deleted a few too many, and didn't realize until I had already done another two hours' of work on the material
oh dear
im having uh
a strange time, we'll say
i actually found a backpack model thats about 7k, free, legal, can edit
Might work better then
yeah sounds like a better idea
Can you link me to it?
nearly done with modeling this boy
I'm just having fun spitballing ways to do things and have been curious. Does anyone happen to know why this happens when I click "Apply As Rest Pose" In CATS.
I'm 100 percent it's something I'm missing/don't know/forgetting but I was just wondering. Applying rest post successfully applies, but swaths of the face just... mangle.
It didn't happen previously, when I built my own Armature. Could it be some armature settings that I'm missing? Maybe some drivers/etc?
Again, I'm literally just breaking stuff for fun in this file, just wondering about some insight is all!
loona pez dispenser
In a from scratch 3D model, I've reached the point where I've finished the base mesh and placeholder colors.
I'm wondering what people do next as their preference
Do they do rigging next, or do they do unwrapping and texturing?
Down to preference tbh, neither block you from the other
Yeah, I’m deadlocked in my head on what I wanna start with. I’ve been at this junction so many times before haha
It's kind of useful to have the eyes textured before rigging them to make sure they're ending up in the right spot so maybe give the slight edge to texturing? But it doesn't really matter.
I guess if you're not texturing in Blender, I'd say go with rigging first, that way you won't have to come back once you're done UVing
That does make sense. Alrighty, I’ll see if my rigging time is any better from the past
before i reset blender to factory settings, is there some settings that i missed because when i try to bake diffuse color to a new texture, the ambient occlusion always got baked together, no matter what setting i find. world lighting, AO turned off. Renderer : cycles.
Do you bake settings look like this?
Yes
It doesn't happen before and there has to be some things that i accidentally adjust
Is there ambient occlusion in your shader? Aside from reflections, Blender will generally try to bake anything it can from your shader into the texture.
I use diffuse bsdf
Can you post your node setup? Is it just a texture plugged into the diffuse shader?
hmm it turns out ok this time.
I redo the steps from the last save file.
I think it's because when i try to use different settings, i just press bake without realizing that it doesnt clear the previous result, despite i checked the box "clear image". so i would just assume it would just gives me what i want
well, thank you anyway @harsh saddle
🙏 Glad you got it sorted
Does anyone have a guide for the best places to mark seams when unwrapping a body? I have my own process that works pretty well but I really want to minimize the visibility of seams in this most recent avatar so it would be good to have an established methodology.
the sides
under the arm
for the head some people do it under the jaw and the back
Thanks, that's basically what I did and I think they're pretty well hidden. Not completely but good enough.
If anyone saw this and thought "Wild" I found out what was causing it! Turns out, when I deleted all shape keys, the model would turn into that as well! I guess something was corrupt or just... borked? (HA).
Suffice to say, I made a new shape from mix (in this case, just basis), removed my old basis, moved my new one up and tada! No more bork.
I'm still not sure why I didn't run into this back when I did my previous ports. Considering what it is, I should have bumped into it...
Anyway, mystery solved. Lord knows I have no idea how that can happen, but sometimes it's just better to know how to not run into it in the first place.
Shape key corruption can happen for a lot of reasons. The most reliable way I got it was during manual atlasing, but it still felt random. Just another reason to save your model checkpoint style!
Absolutely. It's why I was just spending my time breaking this one just to see. Narrow down places where it will just break and go "yeah no, you get ants face now".
Must have happened earlier on, at some point; deleting all keys but basis, and lastly basis, should leave it looking like that last key. Instead I got melted noodle face.
Blender living up to it's name and blending my models.
Are you sure that those deleted blendshapes didn't corrupt? Dragging them to 1 should show the same result as deleting all shapes
They all fired properly when I drug them to one. That was something I checked one at a time. Then I got grumpy and was like "well fine, I'll DELETE THEM ALL".
And then I saw it mess up again. A Eureka moment out of left field.
Could have been the basis key itself 🤔
