#3d-modeling

1 messages · Page 135 of 1

devout scroll
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Try looking at this

sterile oracle
heady apex
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first time attempting sculpt modeling

desert crown
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anyone know how to fix this for specific addons for blender 2.8?

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i dug more into it and its as if its reading older blender addon folder, but How do you change that

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blender never taught me how to swap addon folders

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google doesn't say anything as well so i'm lost

devout scroll
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in appdata somewhere you have a blender foundation folder

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there you'll have a folder for configs and addons for every version of blender you've had on the pc

desert crown
devout scroll
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i think the addon saying upgrade to 2.8 required means the addon is for 2.7

desert crown
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yeah, but i don't know how to do that

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i don't think i was ever taught on how to upgrade addon specifically, blender don't even have an automatic updater either

lusty wadi
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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

quaint jasper
lusty wadi
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yea if anyone would model it i would pay for that unless they just want to help

quaint jasper
quick thunder
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please visit that site more often guys

plucky totem
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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.

quaint jasper
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Sure thumbsup

harsh saddle
# plucky totem Can environment stuff go here? Cuz I've got a very dumb question about hard surf...

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.

plucky totem
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I'm assuming there's no like, standard or super easy way to do it.

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Just gotta do it the tedious hard way

harsh saddle
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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.

plucky totem
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Well it's ultimately all UV mapping but it's... again, like hard surface modeling, tedious and requires a lot of discipline

harsh saddle
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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.

plucky totem
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It's just mildly annoying but I suppose this works, then scale it

tough plover
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using "Average island scale" also helps to make sure everything is the right scale relative to other stuff

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can also use ZenUV's texel density tools

plucky totem
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A friend of mine suggested changing the material scale in unity also??

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Whatever that means

harsh saddle
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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.

tough plover
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well typically wouldn't you have a separate UV for your lightmaps

harsh saddle
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That's also an option but Unity can generate that for you.

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But you can make your own, I've heard that can produce better results.

harsh saddle
plucky totem
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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?

harsh saddle
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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.

plucky totem
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Yeah, that exactly. I'm not making every part of this interior have a specific wall texture

ashen forge
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Finished it!

plucky totem
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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.

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again. hate hard surface modelling. organic modelling and uv mapping my beloved... no rigidity.

harsh saddle
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Not my favorite thing either but at least it looks like a bunch of 90 degree angles so that simplifies things.

harsh saddle
plucky totem
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uv unwrapping for normal hard surface objects is fine, it's just for an environment it's very technical

quaint jasper
spiral sigil
fallow osprey
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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

harsh saddle
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Hmm, did you check the weights of all the other vertex groups? Maybe it's not just the neck. Otherwise, I'm not sure.

fallow osprey
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Lol ty. For some reason the arm was influencing the ear

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@harsh saddle

harsh saddle
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That'd do it, weird stuff can happen during painting.

simple yew
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yo

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got a problem

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how do i fix?

quaint jasper
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Weight paint sweat

simple yew
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so i have to do that

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omgg thanks

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@quaint jasper can u send me a youtube vid on how to weight pant

quaint jasper
vapid star
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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?

quaint jasper
vapid star
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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.

quaint jasper
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That's something that should be fixed with weight painting, not creating additional skinned meshes sweat

harsh saddle
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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.

quaint jasper
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If you use the data transfer modifier, there should be no issue

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Assuming the topology is the same/similar

vapid star
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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.

quaint jasper
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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 thumbsup

vapid star
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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

quaint jasper
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It does look a bit odd, but thankfully you don't want to use flat shading in blender

vapid star
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ok, i think i found the solution

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one sec while i compile the info

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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

devout scroll
vapid star
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recalculating normal doesn't seem to fix the edge normals for me

devout scroll
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Or blendshapes but it's not recommended due to performance

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regular recalculate only really fixes face normal direction

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try settings normals from face

harsh saddle
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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.

vapid star
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oh i think setting normals from face fixed it thanks

devout scroll
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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)

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But even better is making the clothes a bit more loose and/or having better weight painting

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If your topology matches then having similar weights should prevent clipping

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You can also use twist bones to prevent some stuff from collapsing into itself when bending

red glade
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its morbin time 🕺

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gotta texture the metal parts n stuff, then ill get to making the facial shape keys 🕺

spiral sigil
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not really ontopic to the channel but will i have issues opening .blend files from older versions

merry cedar
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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

nimble island
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is this blender?

merry cedar
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yeah

nimble island
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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

merry cedar
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the problems affects the same verts from bottom and upper teeth

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im trying to figure out how to fix it

nimble island
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I guess there should be a way to adjust the threshold of when verts merge

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I can't help much specifically since I don't use blender for my modelling

merry cedar
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ok well ill try to figure something out

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thanks anyway

nimble island
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np

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also yeah, what the other person said, check the UVs just in case too

merry cedar
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ok ty

devout scroll
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tho there are some quirks with opening 2.7 files, the ui's gonna be weirdly setup probably

ashen stag
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If I struggle to open a model from a different version I just open it with the correct version and export as an fbx

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Usually if you try to open a 3.0 file in 2.7 it will just error out

muted vector
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Rough draft of my RP characters sword

harsh saddle
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The blade shape is nice but that's a lot of crossguard and pommel which makes the blade look pretty dinky in comparison.

muted vector
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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

harsh saddle
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It might be good to get some reference and model from that so you can get the proportions dialed in.

harsh saddle
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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.

devout scroll
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is your low poly mesh shaded smooth tho

harsh saddle
# devout scroll 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.

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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.

devout scroll
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Haven't used multires much

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But I know blender baking isn't that great

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Why not bake in something else?

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I know that kinda defeats the purpose of multires

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Or maybe lookup a tutorial and see, maybe you missed something simple like a setting

harsh saddle
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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.

merry cedar
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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

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I used symmetrize to make to object symmetrical and set origin to middle. Also mirroring doesnt affect this object for some reason

harsh saddle
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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?

merry cedar
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yes only those 2

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and no its the correct axis : /

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and they dont get fused they're stuck so close together they seem like a one vert

quaint jasper
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I assume you tried deleting them

merry cedar
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well yes but then the uv map doesnt work anymore and i dont know how to work around that

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this type of symbol appears

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and also it didnt changed anything they still get pulled together

quaint jasper
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You can just manually readjust those vertices on your UVmap

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New vertices get pulled together ?

merry cedar
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yes

quaint jasper
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Can you screenshot your entire screen ?

merry cedar
quaint jasper
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No modifiers ?

merry cedar
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just armature

quaint jasper
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Yeah if new vertices are also doing it, I'm not sure

merry cedar
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yesterday it worked just fine but today when i was creating shape keys for the mouth the problem appeared

harsh saddle
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Is there any weird instancing going on maybe? Can you post the object properties? It's the square with the lines around it.

merry cedar
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this one?

harsh saddle
wanton drum
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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

harsh saddle
# wanton drum I cant find much on this but my armature wont pair with my mesh and i cant figur...

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.

wary mantle
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any one know how to work unity?

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im trying to upload but its giving me an error i think it has to do with my vrc sdk but i dont know

harsh saddle
trail python
harsh saddle
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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.

atomic hamlet
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Blender can do basically anything if you are willing to put in the effort to work around issues like that.

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Nice model btw.

harsh saddle
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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.

atomic hamlet
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Still looks good though, couldn't even tell it was a RPM avatar with how good those normals are.

trail python
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ay nice, ive wanted to kitbash those but some of the female textures are broken or simply nonexistent like the cyberpunk outfits lol

harsh saddle
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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.

lapis smelt
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should i start doing topology or weightpainting or making seperate objects?

trail python
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topo

lapis smelt
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alright

pure dagger
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i have pride pins for sale <3

rustic pier
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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?

rustic pier
harsh saddle
rustic pier
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Idk tbh

merry cedar
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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?

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Well basis is "fixed" now but left blink looks like this and right blink doesnt even work...

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im losing my shit honestly this all started from a small problem with the teeth and escalated into this

harsh saddle
harsh saddle
merry cedar
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I found the copy of the file i had and it seems to work just fine except that i cant save it anywhere

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phew

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can i somehow make this the default file?

harsh saddle
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Are you trying to save to Temp? You can't save anywhere else? Maybe export to FBX and re-import it?

merry cedar
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i fixed it, just had to "save as"

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i hope i dont come across any huge problems the compressing has done

harsh saddle
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By compress you mean added it to a zip or a rar file? So long as you extract it, you should be fine.

merry cedar
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well im not sure really

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i made a copy of my file that i tried to zip

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but it somehow messed with my real file destroying some stuff there

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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?

tough plover
merry cedar
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i did its in the middle

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could the origin not be in the middle?

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When trying to move it from the middle this happens

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any idea what causes this?

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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?

merry cedar
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Also will it mess with shapekeys? Or does it only mess with them if the mess replaced is part of the shapekey?

shadow zinc
red glade
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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

red glade
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Silver ye?

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im doin the armor rn btw very coole

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lemme try silver

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well i made something like this

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What raiden wears

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lemme see

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i mean

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yea

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i still gotta texture the neck and the side of the skull so

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yea true

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still gotta texture that too

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yea, that also

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for now im just goin with generic red,

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As you can prob see yellow is ma fav color tho so once i got that hue stuff figured out ill do funny yellow

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wdym?

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the red ears

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Yea its ma personal avi,

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yea

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well the thing is im not really looking for that style.

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i mean i could just make the ears darker around the edges

past cloak
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making a mini ice construct avatar with customization all using shape keys by hiding them inside their respective body parts

red glade
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skin armor moment

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Not sure what kind of fit to rock, just for the casual fit

silent sedge
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Should i make him a avatar

solemn river
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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.

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exporting the texture is fine and nothing is missing, but it's hard to look at in blender

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Figured it out, I had show backfaces turned on somehow

fallow osprey
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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

harsh saddle
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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.

fallow osprey
median pike
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@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

fallow osprey
harsh saddle
fallow osprey
tulip condor
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@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 😦

pale grail
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when i click on build and test/publish it just gives me this

pale grail
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nvmd i just made a new project and it works fine

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an the other hand

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how do i prevent the 100% head lock on my models

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id like the head to be somewhat parallel to the spine and not to crazy angles like this

spare kiln
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Almost done creating my fully from scratch model, quest compatible and sub 70k polys with medium optimization rank on pc

quaint jasper
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Looks great clap

spare kiln
glad steeple
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more goth skater girls lets go

grim cargo
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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?

grim cargo
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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

glad steeple
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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

grim cargo
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yeah it's a 3D printer model from Thingiverse because I can't find any free models that fit my needs built for VR

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whenever I look up how to lower the poly/face count of a model, decimate was like that only thing that came up

glad steeple
grim cargo
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I just opened that video, good timing lol

heady apex
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horror work

quaint jasper
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When you chew 5 gum

heady apex
red glade
# spare kiln

Good job on the texturing, mind if i ask you have any tips on doing stuff for denim pants?

spare kiln
red glade
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I usually do everything either in blender or Photshop

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I do have marvelous installed from the student license thingy

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So i can still try it

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any good brushes you recommend?

spare kiln
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marvelous for cloth sim and id recommend zbrush for extra details like the little wrinkles between stitiches

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as well as sculpting additional folds/ removing

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i like zbrush cuz i got used to using alphas

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quick way to add detail

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then retopo in blender or maya, whatever suits u then bake ur high poly to ur new retopo in substance

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thats how i did it

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lol

red glade
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well id like to try now i should say

spare kiln
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i didn't even know texturing in zbrush was possible

red glade
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or uh zbrush

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uhhh whats the adobe thing called

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mb i had a error

spare kiln
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sbstance?

red glade
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Yes that

spare kiln
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yes

red glade
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i tried that before, and not a fan of it

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i suppose i can try it like that also, i do retopo/sculpting in blender tho

spare kiln
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hell yeah

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tag me when u make it

red glade
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this is what im workin on rn

spare kiln
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u made the body?

red glade
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Did all of the texturin on it, its from vroid sadly. i made the arms tho

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the head is my first time sculpting too. been using blender for vehicle modeling for 7 years now ish

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So this is a whole new package for me

spare kiln
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ohhh

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it looks sickkk

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good job

red glade
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Thx, i really like cyberpunk stuff

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gotta texture the eyes n uhh skull/neck also

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same for the facial cyberware/piercings

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i suck at designing/picking clothes tho not sure what i wanna wear on my casual fit

tardy elm
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Wrong place, sorry.

red glade
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thx

thin lily
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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

red glade
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I decided to make the arms like the other parts. not sure what to think about it looks better tho.

grim cargo
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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?

solar fossil
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considering how many styles and levels of quality vrc models come in i would say its fine

heady apex
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I recommend taking a look at his work

rancid ginkgo
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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

verbal steeple
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But IDK, I just resize it if its too small or big for an avatar, and draw over all the clipping

trail python
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resize it in edit mode using the native scaling and then using the grab tool in sculpt with symmetry on is probably the easiest

rancid ginkgo
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aight, I'll check it out, thanks.

spring shell
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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?

supple garnet
jagged raft
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someone knows how to fix these like idk light-shadow artifacts in unity?

merry cedar
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turning it off seemed to fix the problem entirely

quaint jasper
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Glad you found the fix thumbsup

steady zealot
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WIP Desert Eagle Model

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(from scratch)

subtle jackal
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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

thin shadow
# steady zealot

do you have the real thing to use as reference? or just google search

limpid stratus
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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

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Maybe i just need to rotate them differently to get a nice placement

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mirrowed and angled differently

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dunno how to make this better

steady zealot
steady zealot
subtle jackal
# steady zealot 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.

steady zealot
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That's necessary because that line isn't marked sharp

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or rather, not creased

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because if I do, it sharpens the point on the right

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one sec

subtle jackal
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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

steady zealot
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I have an idea

subtle jackal
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but really fantastic work anyway, definitely looking forward to seeing the finished piece

trail python
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that'd probably be barely noticeable once diffuse is added, great model though

steady zealot
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good enough

subtle jackal
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looks good!

tough plover
steady zealot
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Oh, 3.1

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Nice, time to upgrade

red glade
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Making progress on da boi

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time to do the armor plating, not sure how ill approach this tho

surreal yoke
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Making Cookie run kingdom statue

mellow cloud
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can someone help me with the new blender

harsh saddle
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That is a very open-ended question but maybe?

mellow cloud
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@supple garnet i been making a doughnut in blender

harsh saddle
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Ok?

obsidian jungle
#

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 🤔

harsh saddle
#

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.

obsidian jungle
#

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

harsh saddle
#

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.

atomic hamlet
#

15k for Medium IIRC.

harsh saddle
#

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.

atomic hamlet
#

Being above 10k tris automatically makes you Medium on Quest.

#

It's a hard-cutoff point.

safe marsh
#

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

azure rain
#

the quest is functionally a cell phone so essentially mobile game Graphics would be the graphics Target

safe marsh
#

yes i am aware but i do feel people do underestimate it

quaint jasper
#

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

safe marsh
#

yeah i can understand that just wish my model did not get auto hidden its 25k poly

azure rain
#

have you tried to see if you can shave off 6000 triangles Ben10dom1

harsh saddle
#

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.

azure rain
#

and considering most people are running around in Anime Avatar as they should be able to be converted pretty decently

sturdy goblet
#

how do i make the lowerlashes transparent.... im not good with nodes

harsh saddle
#

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.

sturdy goblet
#

instructions unclear due to my braincells i have created a monster

#

I GOT IT

#

i did it vrcTupCry

sturdy goblet
#

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

harsh saddle
#

And it's all one object?

sturdy goblet
#

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

harsh saddle
#

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.

sturdy goblet
#

ohh oki

#

it fixed!!!! thank you so much!! exporting and reimporting helped

gritty veldt
quaint jasper
#

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

quaint jasper
gritty veldt
#

Ayy nice! Thanks again! :)

azure harness
#

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

quaint jasper
azure harness
#

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.

azure harness
#

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.

quaint jasper
#

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

azure harness
#

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

azure harness
#

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 😄

red glade
#

If you mind me asking,

#

Why does the model need to be so dense?

azure harness
#

Ideally so I can sculpt it into a hill like this one was

red glade
#

Ah roger that

azure harness
#

I guess simple blending causes it to have this weird overlap, so I'm actually not gonna do that, lol

azure harness
kind inlet
#

Jenny WIP

#

Gonna use some flat shading and eye tracking tricks to accomplish some neat perspective-based stuff

azure harness
azure harness
#

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

devout scroll
#

proportional editing

#

you can choose the curve

#

circle button top mid-right ish

azure harness
#

I'll try that next time, thanks. Just did rotate + move this time

azure harness
#

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?

spiral sigil
#

wip of my fursona

spiral sigil
rain bay
#

Is there in here I can ask for commissions?

white moth
harsh saddle
plucky totem
#

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?

harsh saddle
#

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...

▶ Play video
atomic hamlet
harsh saddle
#

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.

plucky totem
zenith mason
#

how would i smooth this

tough plover
zenith mason
#

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

thorn gulch
azure harness
# tough plover your UV's are probably wrong

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

glad steeple
#

Textures being wrong is usually a UV issue. but its hard to know what is actually happening here

rich grove
#

How can I get rid of the black around the hair

harsh saddle
#

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.

kind inlet
unborn acorn
white moth
harsh saddle
#

Really? I hadn't heard about that. I will check it out.

rich grove
#

anyone know how to fix this issue

harsh saddle
#

Are those bones connected to anything?

rich grove
#

theyre supposed to be connected tot he hair mesh but idk

harsh saddle
#

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.

plucky totem
#

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

tough plover
plucky totem
#

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

plucky totem
tough plover
#

then add a blur filter, and make the layer have a height value of something like -0.5

plucky totem
#

that is absolutely insane and (probably) exactly what I need, wow

tough plover
#

example

plucky totem
#

absolutely insane

tough plover
#

do you already use Substance painter?

plucky totem
#

Yeh!

tough plover
#

okay cool

#

so you know how to create fill layers with black masks and add generators to the mask?

plucky totem
#

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

plucky totem
tough plover
#

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

plucky totem
#

I don't assume I'd need to generate curve maps or anything if its just with UV islands

tough plover
#

nah, UV based

plucky totem
#

Eh I know the smart materials use the generators

#

i make garbo with substance

tough plover
#

:p

plucky totem
#

i can make so many plushy models with ease now

#

i am unstoppable

tough plover
#

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)

plucky totem
#

Well thank you so much! This is incredibly useful for when the funny blender bake doesn't wanna cooperate easily

azure rain
tough plover
#

np 👍

#

keep in mind that the detail will be added to your normal map

plucky totem
#

Yeh I know, I'll prolly bake an AO map from the normal maps after i combine them all

tough plover
#

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

plucky totem
#

I tend to just do this set up once I combine the multires bakes with the seam bakes

#

then bake the AO in blender

tough plover
#

you can also just bake the AO in substance

#

multiple ways to do it

plucky totem
#

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 ✌️

azure harness
# glad steeple Its not that google is bad for blender, it usually will give you twelve differen...

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.

spiral sigil
cobalt fractal
#

This was supposed to cute in a way but the more I modeled the more it turned into a spawn of satan

kind inlet
#

Thank

glad steeple
onyx juniper
onyx juniper
#

Separated to make voter friendly

trail python
#

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

naive ibex
#

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?

red glade
#

Not really sure how to do the chest pieces, oh and also changed the color scheme like this more

quaint jasper
onyx juniper
quaint jasper
quaint jasper
pure lily
#

Hello, May I ask does anyone know how to add png clothing to an avatar

tough plover
pure lily
#

Got it sorted, but where is the pest place to get clothing for a VRM?

harsh saddle
#

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

devout scroll
#

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?

spiral sigil
#

W.I.P Jon Bon Jovi

rough wing
#

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

quaint jasper
rough wing
#

yes i did both of those

quaint jasper
#

tried deleting the face and recreating it ?

#

As well as the faces left and right of it

rough wing
#

didn't work

quaint jasper
#

Unsure in that case, hard to make more guesses without having the mesh myself sweat

uncut imp
rich grove
#

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

quaint jasper
rich grove
#

its odd too cuz the whiting out only happens for the shirt and skirt. the pants and her nails are fine.

quaint jasper
#

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)

rich grove
#

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?

quaint jasper
#

A modifier mirror ?

lucid siren
#

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

quaint jasper
# lucid siren ok im new to making vr chat avatars and im tryin to make a tails if any one woul...

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...

▶ Play video
harsh saddle
#

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.

quaint jasper
#

Expecting beginners to sculpt is how you make people give up on the software instantly lol

toxic tide
#

What's a good way of making neck/chest floof like this

quaint jasper
#

probably just a lot of face extrusions and then merging the new vertices at their center to make spikes

pine raft
#

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

quaint jasper
#

I'd personally do it manually yeah, ends up giving a lot more control

spare kiln
red glade
spare kiln
red glade
#

np

quaint jasper
# spare kiln

Is that painted normals or an actual high to low ?

spare kiln
#

large folds are from the high poly bake and the memory folds u see throughout are a height map

quaint jasper
#

Looks great!

spare kiln
#

doing my part to make vrc run better

devout scroll
rich grove
devout scroll
#

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

hardy jolt
#

Does anyone know how to texture something like this?

harsh saddle
hardy jolt
harsh saddle
#

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.

prime obsidian
#

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

quaint jasper
prime obsidian
#

thank you!

#

i completely forgot about that function

#

hmm i'm trying to merge them by distance and it's not working out

quaint jasper
#

You would have to select the head mesh as well !

winter palm
#

Any idea on how I could make this type of hair?

harsh saddle
#

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.

winter palm
#

Gotcha. Thank you

#

Also, this is what I have planned on for colors (using PBR)

harsh saddle
#

Looks like a nice color combo. Maybe some white accents on the skin here and there?

prime obsidian
tough plover
#

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

prime obsidian
#

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

prime obsidian
#

@tough plover this is what it looks like with the horns now, how do i symmetrize the other horn on the uv map?

tough plover
#

pin all of the UV's except the ones for the horns and unwrap

prime obsidian
tough plover
#

that's why you pin them

prime obsidian
#

how do i pin them?

#

oh i figured

harsh saddle
#

You could probably also just select the faces and just unwrap those but I wasn't aware of pinning.

prime obsidian
#

oh wait i did the opposite of what u told me nvm lmao

#

mb

#

hmm i mean that makes a separate uv for them

harsh saddle
#

Then you just need to move it into place and weld the vertices at the borders

tough plover
#

not just the horns

#

you should not need to manually weld the vertices

prime obsidian
#

maybe i'm doing it wrong if anything

tough plover
#

definitely doing it wrong

prime obsidian
#

it just keeps messing up the original uv

tough plover
#

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

prime obsidian
#

do i pin the uv for the horns as well?

#

or just the rest of the body

tough plover
#

everything except the horns

#

you are trying to unwrap the horns but not anything else

#

alt + P to unpin stuff

prime obsidian
#

damn it's still not working then

#

gimme a sec

tough plover
#

the concept of unwrapping something to conform with what's already been unwrapped is very useful

prime obsidian
#

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

prime obsidian
tough plover
#

you're not pinning the UV's at all

#

you need to select them in the UV window

prime obsidian
#

OH

tough plover
#

also you need to pin the HEAD, not the horns

prime obsidian
#

uhh

#

i didnt pin the horns

#

i pinned the entire body

tough plover
#

okay

prime obsidian
#

give me a moment

winter palm
#

Thoughts on the hair?

harsh saddle
#

It's not bad, a little lacking in flow and volume compared to the concept, a bit like an early-era dinosaur Beatle

winter palm
#

True. This is honestly my first legit hair style that I have made on a character

harsh saddle
#

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.

prime obsidian
#

@tough plover so i managed to pin it, this is what it looks before and after

harsh saddle
#

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.

winter palm
#

How does this look?

#

I gave him Geralt hair lmao

prime obsidian
harsh saddle
# winter palm How does this look?

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.

winter palm
#

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

harsh saddle
#

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.

prime obsidian
#

@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

harsh saddle
#

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.

prime obsidian
#

oo i see

#

i'll try it out

rich grove
#

anyone know how to fix this?

quaint jasper
rich grove
#

ive fixed the issue but now I got this

#

moving the eye bone turns the eye instead of moving it naturally

stoic glen
#

Why does stuff become invisible in Unity when trying to change the material on something I just imported from Blender

stoic glen
#

It seems to be a position related issue after exporting

quaint jasper
vale quartz
#

hello

#

does anyone know how to port vr chat characters into blender

harsh saddle
#

If you mean just extracting from the game, if that's even possible, it would be stealing and not allowed in the TOS.

vale quartz
#

ok chief

glass vigil
#

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

harsh saddle
glass vigil
#

it shows up all white

#

textures are not loading

#

@harsh saddle

harsh saddle
#

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?

glass vigil
#

came with material files

harsh saddle
#

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.

glass vigil
#

ive done that still not working give me a sec

#

texture files are just pngs

harsh saddle
#

The materials should have the textures attached but if not, you can create a standard material and add them in yourself.

glass vigil
#

they have stuff attached but its not loading in

harsh saddle
#

Then, you just drag them to the character

glass vigil
#

ive tried that aswell

harsh saddle
#

You created a new standard material, added the texture in the albedo channel, and dragged it on the character and it stayed white?

glass vigil
#

im new to unity

#

only 3d software ive ever used was 3dsmax

prime obsidian
#

i need to do something else

#

i could just copy one portion to the other side, i'm just not sure how

quaint jasper
#

What won't work ?

#

Did you select the rest of the mesh when unwrapping ?

ashen stag
#

I am a "delete half the model and mirror everything for the smallest change" enjoyer 😔

harsh saddle
harsh saddle
glass vigil
#

someone may have to walk me t hrough this

harsh saddle
#

That's what tutorials are for.

glass vigil
#

tutorials aint helping

harsh saddle
#

You haven't had enough time since I posted that video to watch it.

glass vigil
#

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

prime obsidian
# quaint jasper What won't work ?

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)

quaint jasper
#

That should fix itself once you unwrap again with the pin method that was mentioned before

prime obsidian
#

so it doesn't work for me

#

a lot of it got messed up and i dont know why

harsh saddle
#

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

prime obsidian
#

i did merge them already tho

harsh saddle
#

I said merge in the UV editor, not on the model.

prime obsidian
#

hmm

#

how do i do that?

prime obsidian
#

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

harsh saddle
#

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.

prime obsidian
#

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

harsh saddle
#

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.

prime obsidian
#

the first one was already there

harsh saddle
#

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?

prime obsidian
#

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

tough plover
#

with the UV's?

prime obsidian
#

i gave up

#

moved on for now

surreal lance
#

Select all of your mesh then go to edit mode
Control a on you uv
Then select pack islands
Perhaps this will fixed it

devout scroll
#

(Just A not Ctrl+A)

graceful iron
#

Hello! Can my UVs look like this if i want to use the substance painter?

hollow radish
#

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

atomic loom
#

anyone know how to make it so there's no crease when joining meshes? im kinda new to 3d modeling lol

harsh saddle
#

Using Remesh to the right of DynTopo should do it but I'm not sure how it would be done without remeshing.

atomic loom
#

it worked though, so thank you

tough plover
#

you will get much better results

harsh saddle
#

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.

urban vapor
#

Does anyone know if there's a quick, easy way to just fit two ends of vertices together? Like these, for example?

harsh saddle
next delta
#

i made a 3d model and i want to make it a avatar how do i do that

covert rose
#

Concave polygons

#

I tried splitting

#

Still getting error

#

Please hekp

#

*help

tawny magnet
#

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.

azure rain
tawny magnet
#

thank you

#

OH, so the limit is pretty much 70,000, aight

harsh saddle
#

For PC, anyway. It's not going to show up for Quest.

tawny magnet
#

oh, ok i'll keep that in mind

spiral sigil
#

does the "MuteSelf" Parameter work for quest?

devout scroll
#

don't see why not

spiral sigil
#

oh, it does, i just messed up my animations xD

near gale
#

Can someone help me remove or fix the thing round the eyes?

harsh saddle
#

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.

untold elk
#

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

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...

unborn acorn
#

sum modelin of a concept art of midna

winter palm
#

ANy idea on whats going on with this?

shy meadow
#

how the hell do i get a .mesh file into blender

harsh saddle
harsh saddle
shy meadow
#

xnalara does not work, i have it already

harsh saddle
winter palm
shy meadow
harsh saddle
winter palm
winter palm
#

Also, just to add a further point, when I put it into Unity, the eyes moved to where the dot is

harsh saddle
#

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.

winter palm
#

I have no idea

harsh saddle
#

Are you using Rigify? I feel like that might make an eye tracker with its rigging system.

winter palm
#

Its custom made armature

urban vapor
#

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?

harsh saddle
#

@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.

rugged walrus
#

Hmm

#

I'm still confused, all I have to do is put my cursor to horizontal edge?

harsh saddle
#

Basically anywhere on the face that is closer to the horizontal axis than the vertical axis.

rugged walrus
#

I'd have to use ALT+U then right? So I can keep my cursor at the area

harsh saddle
#

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.

rugged walrus
#

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

harsh saddle
#

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.

rugged walrus
#

Oh? I didn't even know you can build worlds on blender, thought it was just for art

harsh saddle
#

You can make models in any tool that will allow you to export to a major file type like OBJ, FBX, DAE

rugged walrus
#

I see

harsh saddle
#

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.

rugged walrus
#

I definitely want to make cool worlds in the future, I'll find some YouTube tutorials on it tomorrow for sure

#

Thanks man!

stray saffron
#

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

dreamy oyster
#

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

winter palm
#

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?

queen silo
#

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

shy meadow
#

how do i make this into some shit i can actually use

devout scroll
#

it depend where it came from

signal summit
#

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

spiral sigil
#

I recently made a new sans model!!

devout scroll
#

or replace the shader with an emissive shader

#

it's in the shading tab

merry cedar
#

How do i extrude out equally on all sides so this doesnt happen?

ashen stag
merry cedar
#

yeah i do extrude and then scale

#

how do i set cursor to origin i forgot

#

is there a shortcut

ashen stag
#

Moving the cursor is shift+s IIRC

merry cedar
#

i press , and set to cursot but still doesnt work

#

before scaling i mean

ashen stag
#

Select the object in object mode, shift+s -> cursor to selected

merry cedar
#

its already in there

ashen stag
#

When scaling, dont forget to set the Pivot center for rotation/scaling to 3D cursor

merry cedar
#

and i do that by pressing? uh

ashen stag
#

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

merry cedar
#

this is the pivot point selector?

ashen stag
#

That looks like camera stuff, sorry I dont use the newer blenders

merry cedar
#

ahh ok ill look it up

#

thanks

devout scroll
#

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

ashen stag
#

Forgot about alt+S 😭

winter palm
#

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?

brave vapor
harsh saddle
# winter palm Hey everyone. I know that I have asked this before, but haven't gotten an answer...

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

GitHub

A toolbox for easily setting up VRChat avatars in Unity. Adds functionality to the editor and automates some of the tedious tasks. - GitHub - rurre/PumkinsAvatarTools: A toolbox for easily setting ...

#

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.

winter palm
harsh saddle
#

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.

winter palm
#

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!

harsh saddle
#

In Blender? Yeah, that's what I was saying.

cerulean shoal
#

my from scratch stitch model

plain umbra
#

Nice

dusky mountain
#

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?

tough plover
#

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

dusky mountain
#

ah, okay! Yeah...I was trying to make it bend smoother, least for clothing around armpits

#

ok, which bones do the trackers control?

tough plover
#

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

dusky mountain
#

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?

tough plover
#

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

dusky mountain
#

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?]

harsh saddle
#

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.

dusky mountain
#

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

hushed leaf
tropic yoke
#

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?

shy meadow
#

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

spiral ledge
#

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?

spiral ledge
shy meadow
#

🤔

#

idk how tho

thin shadow
# shy meadow

import image of butterfly reference, cut the plane with knife tool tracing the image, that's one way of doing it

shy meadow
#

uh

merry cedar
#

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??

devout scroll
#

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)

#

I don't remember which one actually worked well

merry cedar
#

ok thanks

red glade
#

Da dr martins 🕺

spiral ledge
#

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?

harsh saddle
spiral ledge
#

Both

#

I just ended up putting the loose polies where they needed to go or fit best like a puzzle

devout scroll
#

loose polies probably means the mesh is not joined there

spiral ledge
#

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

trail python
#

um

#

100k polys for a backpack is insane?

spiral ledge
#

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

azure rain
spiral ledge
#

I know, I had some Decimates to knock it down to 2500 polies

azure rain
#

yeah that's a more reasonable number 2500 triangles

spiral ledge
#

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

azure rain
#

oh dear

trail python
#

im having uh

#

a strange time, we'll say

#

i actually found a backpack model thats about 7k, free, legal, can edit

spiral ledge
#

Might work better then

azure rain
spiral ledge
#

Can you link me to it?

trail python
#

yeah here hold on

#

ill dm you so i don't clog this channel lmao

spiral sigil
#

nearly done with modeling this boy

alpine venture
#

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!

shy meadow
#

loona pez dispenser

red glade
bold urchin
#

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?

quaint jasper
#

Down to preference tbh, neither block you from the other

bold urchin
#

Yeah, I’m deadlocked in my head on what I wanna start with. I’ve been at this junction so many times before haha

harsh saddle
#

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.

quaint jasper
bold urchin
#

That does make sense. Alrighty, I’ll see if my rigging time is any better from the past

thin shadow
#

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.

harsh saddle
#

Do you bake settings look like this?

thin shadow
#

It doesn't happen before and there has to be some things that i accidentally adjust

harsh saddle
#

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.

thin shadow
#

I use diffuse bsdf

harsh saddle
#

Can you post your node setup? Is it just a texture plugged into the diffuse shader?

thin shadow
#

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

harsh saddle
#

🙏 Glad you got it sorted

harsh saddle
#

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.

hollow radish
#

the sides

#

under the arm

#

for the head some people do it under the jaw and the back

harsh saddle
#

Thanks, that's basically what I did and I think they're pretty well hidden. Not completely but good enough.

alpine venture
# alpine venture I'm just having fun spitballing ways to do things and have been curious. Does an...

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.

ashen stag
alpine venture
#

Blender living up to it's name and blending my models.

ashen stag
#

Are you sure that those deleted blendshapes didn't corrupt? Dragging them to 1 should show the same result as deleting all shapes

alpine venture
#

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.

ashen stag
#

Could have been the basis key itself 🤔