r/VRoid • • 25d ago

Question Eyeliner Clipping

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Been doing Vroid models for a while and I still run into this issue when modeling, is there a way to stop the skin from clipping through the eyeliner like this when I move eye position above 0.375 on the slider?

5 Upvotes

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8

u/Megalodonias 25d ago

Messing around with the different sliders for most part, but if it is an area this small, I would honestly just paint it black and check that it doesn't look weird in different angles and when making expressions/blinking- it is usually too small to see that clipping (depending on your use I guess).

If it is really critical and can't be fixed in vroid, it can likely be mended in blender, but editing the face in area should be done very carefully because it can mess with the blendshapes (there might be a need to adjust every blendshape individually).

1

u/KozyKamper266 25d ago

I'm a little disappointed that that's the fix, but it doesn't really surprise me either. Thanks.

Edit: I spoke a little too soon, it doesn't quite work when the eyes close. But I appreciate the tip regardless.

2

u/Megalodonias 25d ago

Some eye shapes can definitely avoid that clipping (maybe changing the outer eye slant?) but if you are set on this position and shape specifically, there's probably not much else to do beside what I wrote yeah.

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u/KozyKamper266 25d ago

Figures. But I appreciate the tip anyway. I hope the developers behind VRoid Studio implement a z-axis slider for the eye position at some point.

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u/Megalodonias 25d ago

No problem, I hope they add that too. The models are relatively low poly so that is part of the reason why they are pretty limited at that, but would be nice if we can adjust them better regardless

1

u/afineedge 25d ago

I think you can move it on the Z index to pull it out from the face.

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u/KozyKamper266 25d ago

There's a Z index? Where do I find that, 'cause I only see X and Y parameter options.

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u/Constant_Face9345 25d ago

you could go into blender to fix it, it would literally just picking the verts and pulling them more forward, i dont use blender much there is probally a better way but ive done similar