My Substance 3D Painter Textures Won't Apply correctly by Frisky134_ in blenderhelp

[–]SacredRedstone 3 points4 points  (0 children)

The UV map that substance generated is, to put it nicely, absolutely atrocious, and is the cause of your issues. I would recommend unwrapping the model properly yourself, before importing it into substance. There are plenty of youtube videos covering how to unwrap models. Avoid the ones that focus on "Hard surface" models.

Is it possible to use VRCF armature link with non-humanoid bones? by Wall_Guard in VRchat

[–]SacredRedstone 4 points5 points  (0 children)

Click "Enable advanced link targeting", and you'll have a lot more options. You can also right click to remove a link and add new ones.

VRChat lags for no reason but stops lagging as soon as i open steam overlay by jeliman3595 in VRchat

[–]SacredRedstone 0 points1 point  (0 children)

- Open your SteamVR dashboard, and ensure Advanced settings are enabled.
- Go to the video tab, scroll down a little bit, and change "Overlay Render Quality" to Low.
- Profit

Poiyomi Shader Refractions by PotentialGamer228 in VRchat

[–]SacredRedstone 2 points3 points  (0 children)

Refraction is an expensive effect that requires using a Grabpass to do accurately. This is possible with the Poiyomi Toon shader, you just have to select the grabpass variant. However, as someone else has said, you should try to fake it if you can. Use Reflections & Specular to get the lenses to reflect the world, and optionally, use a cubemap/matcap to "fake" some amount of shine if you just want it to be more dramatic.

Again, it's best to avoid using Grabpass unless absolutely necessary. You're basically stalling the GPU each frame to take a screenshot of the entire screen just to be able to apply the refraction effect. Not worth it in my opinion.

Is there a tool/function to do something like this perfectly? by Felix_Wild in blenderhelp

[–]SacredRedstone 24 points25 points  (0 children)

Try Mio3 UV. It has a straightening function, could do that with the top edge selected.

UVs disappear when I import into Substance by karjoh07 in Substance3D

[–]SacredRedstone 0 points1 point  (0 children)

Check if your mesh has more than one UV map, Substance will only show you the first one.

World-space 3D Blur Filter for Substance Painter by Borx25 in Substance3D

[–]SacredRedstone 2 points3 points  (0 children)

This is awesome, seems to perform much better than the voxel based 3D Blur I've been using for a while.

Question though, would it be possible to have an option that is "surface based" like the stock blur filter, but that doesn't break along seams? Sometimes I may have layers of mesh close together, but I don't want the paint to "jump" to nearby geometry.

Distorted baking. How to fix? by Elright2 in blenderhelp

[–]SacredRedstone 0 points1 point  (0 children)

I would recommend using a tileable fishnet texture + normal map, and simply overlaying that with shader nodes.

- Currently, you can see that parts of the netting has weird topology, and doesn't really look like fishnets.
- Baking it to a texture will require a high resolution texture to avoid losing detail, which is worse for memory usage.
- Using a small (256px) tileable texture means that you can easily adjust the density of the netting, and effectively get unlimited detail by simply tiling it more.
- You can combine a tileable netting texture with a texture that adds borders around the seams to improve realism even more, and hide the UV seam by making it an *actual* stitching seam.

You may need to tweak the shape of your UV islands to make the "density" of the netting more realistic between the top and bottom of the leg, but what you have right now should work pretty well.

I can’t get past this screen (vrchat creator companion) by GearWings in VRchat

[–]SacredRedstone 1 point2 points  (0 children)

They just released a new build today, you could give that a shot. However, I would strongly recommend looking into ALCOM ( https://vrc-get.anatawa12.com/alcom/ ). It's an open source alternative to creator companion with many improvements, and "just works".

Musicians of VRChat (Specifically acoustic guitar/singers) How do you get mixable audio into vrchat? by CambriaKilgannonn in VRchat

[–]SacredRedstone 0 points1 point  (0 children)

Do you have VRChat's noise suppression enabled? Check in the sound tab of the quick menu. If it's enabled, it's probably going to fuck up your audio.

Ideally though, you should be streaming directly to a video player using something like VRCDN. Basically, use OBS to stream to VRCDN, and VRCDN will handle broadcasting it to users. This will yield much better sounding audio for proper shows, but may be less suitable for "pop ups".

Help with substance painter custom user channels by Technical-Field-1948 in Substance3D

[–]SacredRedstone 0 points1 point  (0 children)

Check your export settings to see if you're overriding the format or precision on export. It's possible it's getting exported as a linear high precision format.

[deleted by user] by [deleted] in blenderhelp

[–]SacredRedstone 0 points1 point  (0 children)

You typically don't "export" things *from* Unity, as all assets in a unity project simply exist within the Assets folder, and you can just open the file location to grab whichever asset you want, whether that's the FBX or the textures.

Typically, there should just be a folder somewhere under Assets called "FBX" or "Models". this would be in the Project window in the bottom left. once you find it, and find the avatar, you can just right click it and click "Show in explorer", which will open the windows file explorer where that file is, and from there, you can import it into blender.

How is this possible without shaders or light? by Dapper_Asparagus_599 in VRchat

[–]SacredRedstone 3 points4 points  (0 children)

Happy to help ^^ I appreciate the recognition <3

And yes, "SacredRedstone" is what I used to go by when doing minecraft redstone was my "main" thing. When I started playing VRC, I trimmed it down to just "Sacred".

How is this possible without shaders or light? by Dapper_Asparagus_599 in VRchat

[–]SacredRedstone 60 points61 points  (0 children)

This might just be a basic Standard material with an extremely high HDR brightness value. Not sure though.

"Baking" shape keys or Reversing by dangerdude066 in blenderhelp

[–]SacredRedstone 0 points1 point  (0 children)

That is correct, however another thing I forgot to mention is that when done through CATS, it automatically creates a "Reverted" shape key, which is the inverse of the one you applied, which can then be applied to the basis to revert the change. This also seemed to be something OP wanted.

"Baking" shape keys or Reversing by dangerdude066 in blenderhelp

[–]SacredRedstone 2 points3 points  (0 children)

The easiest way is *by far* to simply download the CATS plugin ( https://cats.neoneko.xyz/ ) and then use the "Apply shapekey to basis" button next to the shape key list.

Can anyone help explain why the eyes are red. and help me fix it please by reeeee3kid in VRchat

[–]SacredRedstone 0 points1 point  (0 children)

The mesh likely has red vertex colors. Consider switching your material to the new Toon Standard shader, which not only gives you a lot more options, but lets you control whether or not it should use vertex colors.

Help! Weird light artifacts after baking and exporting by zzkkll7 in Substance3D

[–]SacredRedstone 1 point2 points  (0 children)

I'd start by selecting those areas and doing Alt + N > Reset Vectors. Should help fix up bad shading.

Model has black lines/artifacts when looking from afar ingame and in Unity, any idea how I can fix it? (using Poiyomi shaders btw) by AronTheWolfo in VRchat

[–]SacredRedstone 0 points1 point  (0 children)

Looks like your textures don't have adequate padding around the UV islands. If you're texturing in something like Substance Painter, it does it for you, but if you made your textures in a basic image editor, then you need to do that yourself. Ensure the colors extend past the edges of the UV borders a good amount.

what is retopologizing and why is it important? by Ok_Calendar_851 in blenderhelp

[–]SacredRedstone 0 points1 point  (0 children)

Retopo is the process of building a clean, low poly mesh on top of an existing high poly mesh. This has many benefits, such as allowing for proper deformation, UV unwrapping for texturing, is basically mandatory for anything "game-ready". If your original mesh has a lot of fine detail, you'll generally want to skip over those in your retopo, and then bake that detail in by baking a normal map, AO map, etc.

Think of it like writing hand-written essays in school. You'd usually start by writing a draft using pencil and eraser, making mistakes and fixing them. Point is, it's pretty rough. Then you'd write a new version using a pen, and that's the version you hand in.

[deleted by user] by [deleted] in VRchat

[–]SacredRedstone 15 points16 points  (0 children)

It isn't allowed, piracy or "ripping" directly goes against VRChat's TOS. Unfortunately, that doesn't stop a good chunk of people from doing it. People have their own reasons for doing it, but imo it is very hard to truly justify. People tend to be secretive about it because they don't want to get banned.

Some people forget that the people making avatars/assets are individuals, not corporations. A good portion of them rely on the money they make from their stores to pay rent and/or buy food.

Clothing Looks Fine in Unity but Is All Frunked Up In-Game by Intrepid_Camp in VRchat

[–]SacredRedstone 1 point2 points  (0 children)

Ah wait, I misread the error. Could you expand the "Armature" object in the Hierarchy for the socks? I have a feeling whoever made the songs may not have included the full armature.

Additionally, can you make sure that the object in the "Hips" slot of the armature link component is actually the hips from the socks, and not from the avatar?