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Creator Terminology
If you have any terms you believe should be added, comment or message Tricky#6071 This is a work in progress! Stuff isn't organized nicely :( Kitbashing - Kitbashing is creating models by "bashing together" a myriad of other assets. Quest - Refers to the M...
Physbone: Angle Limit Substitution for Colliders
Learned this from this tweet by Tupper which has a video demonstrating it. You can use less physbone colliders by clever use of physbone angle limits alongside the pitch, roll, and yaw fields. This can generally be used to prevent things such as hair, skirts...
Armature/Rigging: Bone Groups
In Pose Mode you can create color coded groups of bones to easily make selections and make it easier visually to distinguish bones! I highly recommend making sure that you keep your model in a .blend file to work on separate from the .FBX! It can help in pr...
Normals: Data Transfer Normals for Cel-Shading
Ever wondered how to get good looking shadows on your anime face? Well, look no further! This is the "lazy" way of doing this. Doing it manually can look better, but it's good to use this as a basis if you plan to do it manually! In 3D models, shadows are ...
Various Useful Things to Know
This page isn't particularly about any "one" specific thing, but rather a bunch of small tips that otherwise don't have enough substance to them to really be their own page. This page will continue to be updated over time. Use Quick Favorites! Quick Favorite...
How I Test Weight Painting on Avatars
Typically most people (at least the people I know) often test their avatar using MMD worlds and such. This involves uploading the avatar which takes time and isn't really ideal. You could try converting an animation onto a character in Blender but that can be ...
Draw Calls (Materials and Meshes)
Generally, you should keep your material count as low as possible, as every new mesh and material in a scene counts as a new draw call, a draw call is an instruction to the graphics card on what to draw and how to draw it, the more draw calls you have, the mor...
VRAM Usage A.K.A Stop Being Monsters With Your Textures
With the most recent Developer Update post at the time of writing this, we have learned that Avatar Texture VRAM will now be accounted in the performance ranking. Below is a table of what the VRAM limits will be according to the dev post. Excellent ...
Realtime Texturing with Clip Studio Paint & Clip Studio Modeler
This one isn't mainly about Blender, however, if you own Clip Studio Paint, you can use an app that comes with Clip Studio to texture in (mostly) real-time. There are many pros & cons to this method of texturing things. Which I'll list below: Pros Easie...
Helpful External Resources
There are many helpful guides and resources across the internet I'd love to share but I don't have the justification to just make a single page for each with just a link in it, so this is here as a list of various resources that have helped me in my processes!...
Saving Startup Files
Are you tired of having to delete the default Blender objects when making a new .blend file? Do you like having Active Zero Weight on but hate having to turn it on each time? Look no further because Blender has a button for that! First, you're going to creat...
UV Tile Discarding
This page could do with some revisions to better explain things. However still serves well as a guide. UV Tile Discarding, AKA "the best thing that'll ever happen to you" is a method of optimization and a valuable tool for avatar creation at the same time. I...
Good Practices
The following is a general outline of things you should/shouldn't be doing to make your life easier and avoid heartache! This will be a little more casually written. Optimize as you go Many people believe optimization is something you do last when creating s...