#avatar-optimization

1 messages Β· Page 4 of 1

stray tangle
#

if separating the head brings the main body mesh under 65K, then the 16 bit index thing might make it worth it

velvet crow
#

entire body mesh is something like 40k I think, so yeah

stray tangle
#

but if both combined is already lower than that, separating it might not make a big enough difference

marble rain
#

eh. you need alooot. i have seen plenty of test in unity with 250-500k polygon with 200 + blendshapes. each randomized each frame. and he only lost 20-30 fps in unity. mind you that was in the editor. outside the editor your looking at a much lower value

marble rain
stray tangle
#

40k is quite good yea

lone tiger
#

You can still use normal maps.

#

When I set Tangents to Import on a model that I use that was made in Blender there is no difference in visual appearance from setting Tangents to None.

#

Oh and memory size of meshes stays the same too.

#

Only once I set it to Calculate Mikktspace it goes up, but by not that much.

stray tangle
#

interesting. might need some more testing then

#

if disabling tangents has no adverse effects then it might be worthwhile to push VRC to add it as a warning with an auto fix button

lone tiger
#

My guess some shaders can depend on tangents being calculated instead of imported, especially something like Poiyomi.

velvet crow
#

Idk if tangents are the same thing, but I have worked with some models that have custom normals, and resetting them can cause problems on some models. So I'd imagine ignoring them would do the same. Unless that is a different thing

ivory sluice
#

i don't think vertex data can be calculated during the cg shader, setting tangents to none might mean that it uses the model's built in data, because not providing any tangents will actually map the normals incorrectly since it needs the tangent and bitangent to guess the uv orientation on normal space

rose sequoia
#

I want to try and optimize my fx animation controller a little bit, but i need some advice on likely performance costs:
Here is an example scenario to help explain my question
Layer 1 has two states: "Default" and "State1". There are 4 transitions from Default to State1: A=true or B=true or C=true or D=true
Layer 2 has two states: "Default" and "State1". 4 transitions from Default to State: C= true or D = true or E= true or F = true
(assume there are also logical transitions back to the "Default" state, I'm just not writing them out here)

So this means that, at all times, these two layers are playing an animation (either their Default or State1. The actual animation playing on Layer 1's "State1" is different to the animation being played on Layer 2's "State1", just to clarify).
I assume that having two layers playing an animation costs more performance than one layer player an animation (ignoring transition condition checks)- is that right?

I could merge these two layers, so that only one state would be playing, however I'd need to create some additional versions of the animations and a lot more conditions to change between them (in order to replicate the behavior each had when they were two layers)

I know the more transitions checking conditions you have at the same time, the more costly it is to performance...

So - If i merge these two layers (to have only 1 state playing instead of 2), how many extra transition condition checks can I add to the new merged layer before it starts to cost more than just having the two layers separate?

(This is just a simplified example, but I can use the logic of the answer to apply to the scenarios i have to solve)

marble rain
rose sequoia
#

The example was to suppose a situation where the merging would require multiple OR transitions to at least an additional 1 state. I'm looking for information on performance costs

stray tangle
#

example, this nested direct blendtree bullshit runs significantly better than having toggles be on their own layers

lone tiger
#

Direct blendtrees are pog, but I don't think it's possible to do with them for example fullfill 2 or more conditions at once to go to state 2 and then do "if condition 1 OR condition 2 are true" to go back to state 1.

#

Anything simple that needs one condition to change state and doesn't have anything like X or Y need to be this and this can be put into a direct blendtree.

stray tangle
#

don't get me wrong, it's a lot more janky, but it would actually run better

lone tiger
#

Hmm, I haven't tried that, but it just reminds of how I tried to do direct blendtrees on a state with WD Off and it did some unwanted math on outputted values.NotLikeSuzii2

#

The particular logic that I wanted to add to my direct blendtree that didn't work out is this.

#

Ahoge Off has 2 transitions going to On, all of them are based off of physbones-generated parameters. Each one is "greater than value".

stray tangle
#

if your controller is entirely WD off, you should still always use WD on for direct blendtrees

lone tiger
#

While the other way it is both need to be less than value.

stray tangle
#

it won't break anything else, and fixes all weirdness with direct blendtrees

lone tiger
#

I know, I made even a rant about this on VRLabs Discord.LUL

stray tangle
#

xD

lone tiger
#

I was like " why are blendtrees so tedious to expand".

#

Solution was do them WD On instead of Off.

rose sequoia
#

hmm, so is the general idea "you wont be able to realistically create a complicated enough set of transitions after merging a bunch of layers together to make it not worthwhile doing, performance-wise"
To exaggerate, having 1 layer with many many different possible combinations and transitions to control 10 independent, bool-controlled, toggles is probably going to still be more performant than having an extra 9 layers running... ?

How chonky would i need to make a layer before it would start to cause the same amount of performance impact that adding a brand new layer would?

rose sequoia
#

hmmm alright this is good info. Many thanks for all the replies

fringe portal
#

i dont have any physbone colliders yet its saying this what do i do to get rid of this pls

buoyant holly
#

that's only a yellow so I wouldn't worry about it too much

ruby isle
simple wagon
# stray tangle example, this nested direct blendtree bullshit runs significantly better than ha...

Tried this with one of my avis. Brought the number of layers down from 20 to 4. Seemed to make the performance worse in the Unity editor though.

I tested with 40 avatars in the scene and the Animators.Update took 4-5ms on the blendtree fx layer while the original fx layer took ~3ms. Even deleting the 3 non-blendtree layers left on the blendtree fx layer still resulted in 4-5ms times.

I'm not seeing the 6-7 times increase in speed, but my testing methodology may be flawed or something else is affecting the frametime on Animator.Update.

sharp kiln
#

Fallbacks scale to your current avatar's size automatically. That is, unless your avatar is extremely big, in which case your fallback will keep it's original scale and just float in the air. Does anyone know off the top of their heads what size that cutoff point is? It's not in the docs. No need to lab it for me, I'll do the labbing if nobody knows

marble rain
buoyant holly
marble rain
#

Vertex color might be slightly faster and such but it has alot of limits. i do not recommend doing vertex colors over UV map. the difference in what it takes is neglectable. and working with vertex colors is well. not as easy as with textures. as you would have to go into blender or maya all the time to change it.

#

ontop of that if you have clothes and other things switching around it's even worse.

#

cause that is basically not possible with vertex colors unless you have multiple meshes. which is even worse as your just causing unnecessary draw calls

stray tangle
#

it's still possible to toggle stuff with vertex colors

#

just not as many options lol

marble rain
stray tangle
#

1: bone scaling
2: blendshapes
3: if on PC, Poiyomi UV tile discard (doesn't require textures, but does require a UV map)

#

none of those require more than 1 mesh/1 material

marble rain
stray tangle
#

I know what vertex colors are lol, I'm the one who optimized Red's avatar to quest fallback, and even suggested doing vertex colors in the first place xD

#

realistically it's not that practical to use vertex colors in a lot of cases, there are other tricks to save on vram

marble rain
stray tangle
#

I mean, baking AO to vertex colors is a pretty smart idea

#

there's also cases where you could use the 4 vertex color channels to mask out different textures, Poiyomi can actually do this, and I've had to use it before

#

it allows for seamless transitions between stuff like grass/sand/stone with separate textures and normals

marble rain
#

well. you can do the same to a texture. might just be abit different. but like vertex colors do allow for fake shadows and such easily.

ivory sluice
#

one downside i find on vertex colors is that, at leat the last time i tried it, you can only have a single vertex color slot for your data input

marble rain
#

yep

normal nova
#

it's technically possible in unity to use other UV channels as vertex colors, it's Just Data (though not a thing in VRC, at the moment)

ivory sluice
#

yee i tought about it but you'd need two slots for each vertex color and three slots for two, unless you have an elready set up color palette or use two of three hsv values

marble rain
#

honestly its not worth using it. just use textures

heavy siren
#

You beat me to my own self promo

stray tangle
#

kekw

heavy siren
#

Also I think people are discrediting what vertex colors are actually useful for.

#

Or, this tutorial specifically.

#

You would want to do this if you are looking for a quick and easy option to optimize your avatar (1 mesh 1 material), its not supposed to be an end all be all, but more a bandaid.

normal nova
#

CATS Bake can do vertex colors!

#

It even premultiplies AO into them

marble rain
heavy siren
#

Its an alternative, not superior.

#

Still useful.

marble rain
#

i am not saying its not useful. but its less preferable.

#

i speak from experience.

#

barely anyone in the game development field uses it

heavy siren
#

You need to pick better vocabulary in that case

#

very confusing

buoyant holly
#

vertex colors are used all the time as masks in Game Dev

heavy siren
buoyant holly
#

and pretty much like Nintendo's entire catalog from the N64 to Wii

heavy siren
#

Especially for things like hair.

ivory sluice
#

it's not used a lot, but when t's needed it's useful

marble rain
buoyant holly
marble rain
heavy siren
#

Look at any Daz3D model and you will see the amount of vertex color used.

marble rain
#

i might have outdated info

buoyant holly
#

question if you're not extracting the model data how would you know if the vertex colors were used for masking purposes

marble rain
#

Textures.

#

if a game takes up 100s of gigs of data.

#

it does not use that.

#

it uses 8-16k texxtures.

#

or similar

buoyant holly
#

I'm talking about vertex colors for masking not the direct color

heavy siren
marble rain
#

anyhow we can disagree to agree πŸ˜„ i am not saying its not useful

ivory sluice
#

it can be used very low mesh lods or linear gradients

buoyant holly
marble rain
#

for vrc textures are better.

marble rain
#

like EA,ubisoft etc

#

even ehm path of exile

#

etc

#

uses materials

buoyant holly
marble rain
#

or textures to say

heavy siren
#

I just linked an example from a AAA company

#

I'm sure there is much more

marble rain
#

but its not wortth going into for vrc.

heavy siren
#

I don't see why you would dismiss that

marble rain
#

different game engines handle it differently.

#

because it takes to much time

heavy siren
marble rain
#

and is to complex for alot of people.

buoyant holly
#

the video is literally one minute long

marble rain
#

and peoples attention span in vrc is what?

#

less then that πŸ˜„

buoyant holly
#

that's shorter than most video tutorials for vrchat

marble rain
#

anywhoo i am out. sorry. i did not mean to cause a spur here.

#

i just dislike vertex colors.

ivory sluice
#

it could also be used for color irregularities on terrains. Minecraft does this for grass dependkng on biomes

buoyant holly
marble rain
#

they do compression more than anything btw. finding similar textures etc.

ivory sluice
#

well at the end vertex colors is something as simple as its name says, everyone can use it however they want

marble rain
#

but simply said textures are eaiser to do

stray tangle
#

I once had to optimize the old bHaptics touch reactive vest from 3 materials down to 1, that was a challenge

stray tangle
#

because it used render textures from cameras to color touch zones in a specified color

#

and the "nodes" on the vest were condensed to small UV islands in a 4x5 grid across the UV space, so that it would line up with the render textures, which were also 4x5 pixels

buoyant holly
#

examples of a Vertex colors in a big-budget title

stray tangle
#

so my solution was:

ivory sluice
#

it's not really easier nor harder to do them, but it's something more limited, it's not as advanced as textures in terms of directx (i think it is)

marble rain
ivory sluice
#

the game

buoyant holly
marble rain
stray tangle
#
  • use UV1 and UV2 for the front/back motors
  • Poiyomi's RGBA masking section, using the red and green channels for the 2 render textures, with the correct UV specified.
  • since UV maps need to contain all verts, the rest of the vest was shoved in the bottom left corner. if you touched the bottom left area of the vest, the entire vest would line up red. to fix this, I used vertex colors as the masking method for RGBA masking. the vest was painted black, the front motors red, and the rear motors green
marble rain
buoyant holly
#

here's a technique used by a lot of modern games involving vertex colors

marble rain
buoyant holly
#

which are controlled by the vertex colors

marble rain
#

the point of vertex is not textures

#

its baked onto the model

ivory sluice
#

vertex colors are not made to replace texel sampling but to have less memory use or better interpolations at the cost of only being able to interpolate colors between vertex

marble rain
#

its debateable how much less.

#

like if u use 512-1024 sized textures the difference is minor,

#

and when your already in the low spectrum of below 30 mb of vram

#

it really does not matter.

#

but that said

#

optimization sucks.

#

cause

#

of the fact that its endless.

ivory sluice
#

idk for other creators but to be fair for me every bit of optimization matters

marble rain
#

legit i had no idea vertex used less memory.

#

for some things usre.

#

sure

#

but in this modern world

#

it matters less

#

that said

#

i still always work towards 1-4 materials top

#

and max 70k polygon

#

for a avatar

#

etc

#

and max 30 mb of vram

ivory sluice
#

now that a lot of people make extremely unoptimized content, optimizing my stuff and helping others to optimize is very important

marble rain
#

100%

#

thats what i do

#

i run around with a avatar that is good rated

#

close to excellent

#

and it looks great

#

and has collisions and other things

#

and 4k textures

#

texture sorry

#

and uses 30 mb of vram

#

well less actually

#

like i even go to the length of saying i can do it for you for free.

#

i dont care about money in that sense'

#

i just want to better the experience for people.

ivory sluice
#

it's frustrating when i find an avatar i like but i don't wear it because it's very poor
but standardizing very poor performance in this game is not very good tbf
i got crashed too many times because of memory overload and performance hits

marble rain
#

but its so easy. like many avatars got to many materials

#

making a atlas is so fast and easy

#

and at no less quality

#

polygons is harder.

ivory sluice
#

just keeping a small percent of avatar making effort to exclude and reduce stuff is enough, but somehow people don't want to, and sometimes people don't understand that limits exist and they cannot put an entire closet of clothing in a single avatar

heavy siren
#

If you adopted some vertex colors into your workflow

marble rain
ivory sluice
marble rain
heavy siren
#

By your standards, yes.

stray tangle
#

I'll be honest, my main avatar is VP due to the clothing options on it, but they are all casual clothing options that I will actually regularly switch to. individually, each piece of clothing is optimized as well as it can be (1mat/low poly, 2 mat if transparency is required). at any point, it should not be any worse than a good/medium rated avatar. for special occasions or costumes, I make separate avatars with no other clothing except the one made for the event

marble rain
stray tangle
#

I plan on making a quest fallback version the same I did for Red, but haven't gotten around to it yet

heavy siren
#

I mean sure, but don't discount my boi vertex colors

#

you could get it lower

#

😎

marble rain
#

going lower is fairly. pointless

heavy siren
#

you should do that soon, a lot of people have been appreciating your work

#

πŸ˜„

ivory sluice
#

what abt
my 16kb infinite tunnel world 8)

buoyant holly
#

might be more helpful for World optimization but potentially handy to reuse grayscale textures by using vertex colors to provide the color as far as reducing vram consumption

stray tangle
#

haha yea I should, that was the most twitter activity I've ever had lol

heavy siren
stray tangle
#

haven't had anyone contact me about it yet though

#

which I'm perfectly fine with lol, I got other stuff to finish first

marble rain
#

how. at that point it becomes a question why

heavy siren
buoyant holly
#

stretching one's creative muscles working with technical constraints

heavy siren
#

The more people you cram into a lobby, the more it scales.

#

your 5mb isn't a lot sure, but it adds up.

ivory sluice
marble rain
#

5mb will not add up before you are at 500 +.

heavy siren
marble rain
#

you do realize that

#

its pointless?

buoyant holly
#

like heck what if you loaded everybody with just vertex color does first and then loaded their textures later so that you could see the basics of everyone's avatars faster

heavy siren
#

Its not about the biggest common denominator, its about everything.

marble rain
#

the amount of work to get that low is less desired?

buoyant holly
#

like cats can pretty much automate the vertex color idea down to one button press

marble rain
#

like if most devs wanted to they could reduce their game sizes usage and more to a really low amount

ivory sluice
marble rain
#

but they dont

#

it cost to much

heavy siren
#

That's a problem of disinterest. This is an optimization channel. If you're in here, you likely care about that stuff.

marble rain
#

ido care about it alot.

#

i program with optimization by default

#

as in bit by bit.

#

but at some point the difference is just not worth it

ivory sluice
#

i don't care abt optimization
i live for it
i force it
i worship it

heavy siren
#

Its worth it for me. If its worth it for others, you are making content for an online game.

#

I will likely block your avatar automatically by size, and wont see it.

#

Β―_(ツ)_/Β―

buoyant holly
#

yeah I also block avatars by file size

heavy siren
#

hence the reason

marble rain
#

the reason is simple.

heavy siren
#

For me its anything under 20, since I go to a lot of large lobbies.

marble rain
#

at 100 people your at 5000 mb.

stray tangle
#

don't be like this guy

marble rain
#

at that point its down to draw calls.

heavy siren
marble rain
#

and overall time per frame

stray tangle
#

their bio

buoyant holly
heavy siren
#

When optimizing its a look overall, not just 1 thing.

ivory sluice
#

my max is 35mb because i assume most textures are crunch compressed and will x10 the mem size
i had to add and optimize assets for an avatar commission and low detail things such as collars had at least 5k polys and all, literally all textures were 4k, like, wtf is tiling?, it's so fed up this is the standard for texture size

marble rain
heavy siren
#

You have to consider the environments your avatar will be rendered in as well. some worlds are terrible and keep shadows enabled on the avatar culling layer.

ashen hearth
#

Hi

marble rain
#

i believe atm by avatar is like 8 draw calls i think

buoyant holly
heavy siren
#

Your drawcalls are important sure, but so are your polys in that circumstance

marble rain
#

polygons < drawcalls.

heavy siren
#

Its like one big puzzle, we're all out here finding ways to figure it out together πŸ˜„

marble rain
#

for sure lol

heavy siren
marble rain
#

and believe me i dont want to sound like a jerk here lol.

heavy siren
#

In what enviornment?

marble rain
heavy siren
#

you cant generalize that

#

VRC is the most dynamic content of all

marble rain
#

unless your at 1 + million polygons

#

thats the thing u can

ivory sluice
marble rain
#

every drawcall is another redraw of everything on the screen.

#

like 100 draw calls is gonna crap your pc out by quite abit.

#

versus 2 million polygons wont.

#

unless.

buoyant holly
marble rain
#

that 2 million polygons has something done to em

#

that said

heavy siren
marble rain
#

i always recommend below 70k for avatar.

heavy siren
#

Its why you cant single out 1 aspect of an avatar for performance

marble rain
heavy siren
#

Exactly

buoyant holly
# ivory sluice my max is 35mb because i assume most textures are crunch compressed and will x10...

Back to shader: Can use seamless tiled normal maps per RGB area - tiny (128/256px) normal maps, but tiled around 50-100 times in the shader, giving you a higher effective TD.

You can combine these with an base nrm map for creases and baked normal details etc: (Blend with Base)

β–Ά Play video
marble rain
#

taking every single point and understanding it

#

and such

#

is quite litterly to much.

#

there is a reason why so many games are buggy AF πŸ˜„

#

not possible to do the 100k + tests.

ivory sluice
#

poly count is mostly affected by the vertex shader and maybe the rasterizer jumping through vertices, sadly most non legacy shader in this game has a vertex program as long as the bible

heavy siren
#

Best advice I have is just to make a different avatar version for each occasion, in varying levels of optimized.

#

That's what I do.

marble rain
#

keep going mate

#

really

#

we need more optimized content πŸ˜„

heavy siren
#

We do.

ivory sluice
#

y e s

heavy siren
#

Its kinda our job as a community to tell more people about it

marble rain
#

haha yea.

heavy siren
#

since its our experience

marble rain
#

believe me i tell everyone i know

heavy siren
#

that gets ruined

#

xD

marble rain
#

and i always try to do it for them.

#

i want a better experience.

#

no lag

#

no crash

#

nothing

buoyant holly
#

my main Avatar is 1 2k material and 11k triangles

mint topaz
#

i have a meme for this

marble rain
marble rain
#

maybe i should try to get my avatar to 30k polys πŸ˜„

ivory sluice
#

no need to have more
we need to force it on all existing content
unfortunately ppl like the one sacred had shown still exist

marble rain
#

just for the sake of fun πŸ˜„

#

its only 37k btw.

heavy siren
buoyant holly
marble rain
#

just dont have the time sadly.

heavy siren
#

You had the time to talk in here though D:<

#

reeeee

marble rain
#

cause i am drinking with friends lol πŸ˜„
h

#

haha

heavy siren
#

xD

marble rain
#

they were busy with some stuff.

#

18+

#

haha

#

anywhoo. keep doing great @heavy siren scared etc πŸ˜„

#

i apprecaite you guys for trying to optimize

#

hecking good job

heavy siren
#

I will one day somehow convince you of how cool vertex colors can be, i promise poi_bless

stray tangle
#

*sacred but ty πŸ˜„

ivory sluice
#

boo

heavy siren
#

I will make it my life goal

buoyant holly
ivory sluice
#

i just want to not crash tbf

heavy siren
marble rain
#

i want to understand what you find

ivory sluice
#

i wish there were 16 vertex color slots like texture slots

marble rain
ivory sluice
#

well not 16 but 8 i think it was the max supported in bmesh

marble rain
#

tbh i am programmer more then anything so.

buoyant holly
#

cross my mind Vortex color ambient occlusion would probably be quite handy for world-building

heavy siren
stray tangle
heavy siren
marble rain
stray tangle
#

this is the kind of stuff that is neat with vertex colors

marble rain
#

i did read that

#

thats where i was like

buoyant holly
ivory sluice
marble rain
#

it does not matter to much

stray tangle
marble rain
#

etc

stray tangle
#

it's called RGBA color masking

heavy siren
#

some might even say he is a computer program

#

he has too much knowlege

#

its scary

stray tangle
buoyant holly
marble rain
#

anywhoo you guys enjoy it

#

back to drinks

buoyant holly
heavy siren
# marble rain back to drinks

mfw he realizes that the virtual drink he might be holding is using vertex colors for the fluid dynamics to calculate foam from the baked movement of each vert. FlushedVR

#

(joking xD)

#

that would be too many polys for vr

#

but still a good usecase ive seen a lot of recently

buoyant holly
heavy siren
#

yep!

#

ahaha

stray tangle
#

just remembered that Poiyomi has the option to bake averaged normals to vertex colors for smoother outlines

ivory sluice
#

i made a multi material shader for worlds and avatars recently (shader guis are hell btw) and it's as simple as making a structure for color, metallic, normal and emission, sampling and mixing their corresponding textures and then just treating it as any pbr shader, it also uses rgb masking

stray tangle
#

and also for controling the dissolve direction

#

sort of like Pathing

buoyant holly
stray tangle
#

Poi has a lot of options that can use vert colors

ivory sluice
#

ah aight like interpolated normals

stray tangle
#

ye

#

but that's only one of the things it can use vert colors for

heavy siren
#

best part about vertex color is you can write to it with less perf cost than a CRT

#

afaik

#

πŸ˜„

buoyant holly
ivory sluice
#

yee
well unless you have more vertices than all the pixels on the crt
anyways gpus (at least nvidia) have more cores dedicated to fragment shaders than vertex so it could handle some more

ashen hearth
#

Could someone please play with tonight

mint topaz
#

im sorry to say but i cant optimize your playing experience sippspeen

ashen hearth
#

What

vale wagon
buoyant holly
#

0.07mb with a single 64 by 64 texture and a 1000 triangles

mint topaz
#

bouta just make a 100 polygon avatar

craggy basalt
#

You know in blender you can make a really detailed model and save it as a texture for your low poly right, hell, there are even some people who just whip out the pen and pencil and scribble in the details. Just open up the texture for Krystal's mesh

elfin karma
#

Can anyone tell me how many phys bone transforms are supported on quest avatars? I'm about to weight paint this hair but don't want to run into compatibility issues later 😡
I intend to set one phys bone for the head bone and then make exceptions for the eye bones so it just affects the hair. Just wondering how many bones I can add to the hair strands without it breaking...

zealous wigeon
zealous wigeon
# elfin karma Can anyone tell me how many phys bone transforms are supported on quest avatars?...
elfin karma
#

Ah! That's super helpful thank you. I need to bookmark this

proper grail
#

Weird idea to phys bone humanoid defined bones, make a root bone thats parented to the head bone that all the hair bones connect to

zealous wigeon
elfin karma
proper grail
#

Benefit? Things just break if phys bones are on any of the humanoid setup listed bones

elfin karma
#

Oh I see. Thanks, I didn't know that

charred pawn
#

Anyone here able to assist me on optimization of a premade avatar? It has 245450 polys lmfao, that and the original creator is not of any help even though it was a purchased asset

mint topaz
#

BAHAHA

#

christ, 250k poly's

onyx harness
buoyant holly
#

https://www.youtube.com/watch?v=8MkgXcidxg4 video tutorial that shows some basic optimization stuff and that is one thing I like about the Japanese models they're a lot more forthcoming about the triangle count

Did this video help you? Consider sending me a tip on Ko-fi! https://ko-fi.com/sippbox

Making optimized Quest models is hard. But it doesn't have to be! With recently updated polygon limits and fallback avatars, it's a better time than ever to create something that represents you to Quest users! Hopefully this tutorial will help you out!

0:00 ...

β–Ά Play video
heady smelt
ivory sluice
#

Premade avatars on vrchat that are very poor or worse shouldn't be allowed to be sold imo

heady smelt
#

Ejem.. most gumroad models.

ivory sluice
#

Just most in general

heady smelt
ivory sluice
#

Some advertise them with 82k poly or 120k poly as if it was something normal

heady smelt
ivory sluice
#

Yee most booth creators work a lot of their content, or just keep it simple

On gumroad i usually see so many bases and avatars with a fton of credits, meaning that at least it goes over 100k polys

heady smelt
#

Ofc if it crashes someone or makes the fps drop ill do something, but if it doesnt mess with someone then i dont care if its a very poor lol

ivory sluice
#

I gotta say, since i put my safety to not show very poor avatars now i have more stable fps and my gpu doesn't scream

It's because i was blocking 90% of the instance but also because there's no rank over very poor, so very poor can be a bit over poor or just extremely over poor

#

Most times it's the avatar with sketchy shaders that make the bloom shoot blinks randomly

heady smelt
ivory sluice
#

Yee
In any ways you can have whatevs you want
But that won't mean the avatar can get way over what vrchat considers you shouldn't upload.

I find too many ppl saying that the performance ranking system is outdated or broken or incorrect, that polygons don't matter or other bs.
I even found someone that said that vrchat is not a game but a game engine itself and that's why they should add some random bs they wanted whitelisted.
It's people like this why most times everyone is a robot with poker face

heady smelt
ivory sluice
#

Polygons do matter
But their impact depends mostly on what vertex shader is being applied to them
And gpus have less cores dedicated to calculating vertices, limiting them to fewer calculations than pixels

Unfortunately there's no way on unity to guess the performance cost of shaders so vrchat has to stick with what's considered in terms of rasterizing and closely the 16 bit vertex index limit

marble rain
#

typically its Drawcalls > Materials > Phys bones > Polygons > Blendshapes. from left to right as to what affects it the most. from a general standpoint and a generally decent system. through that can change depending on your system. and materials and drawcalls go hand in hand so to speak.

marble rain
#

how many times your computer need to redraw something

ivory sluice
#

Imo draw calls, materials, shaders and polygons go together since they are kinda the same thing

marble rain
#

like if u got 10 drawcalls your asking it to draw it 10 times.

marble rain
radiant shadow
#

vram one thing that few check - too many avatars in one place and you can/will run out , some have theirs set to 'none' wich is terrible

marble rain
#

yep.

#

i see to many models at 500 mb plus lol.

heady smelt
#

I saw a 1,3 gb avatar

marble rain
#

jesus..

#

Vrchat should allow us to set a limit locally to how much vram we allow to show.

#

like it does with the download size.

heady smelt
stray tangle
#

that's also only texture vram usage, not including meshes

marble rain
#

yup

mint topaz
#

a

#

a 1.3gb avatar

#

what

mint topaz
#

thats the sound of my computer burning

marble rain
#

imagine how many avatars will be poor ranked once the texture usage affects it

heady smelt
#

Im too lazy to optimize it

marble rain
#

once you go Good its hard to go back lol πŸ˜„

heady smelt
#

I just try to keep it above very poor

mint topaz
#

ya

marble rain
#

you could easily make a material atlas. to reduce the total amount you have.

#

unless you already did

heady smelt
#

The hair or body i know i will change it anytime soon so i keep those separate to avoid headaches

ivory sluice
#

The order for what is say is

The renderer requests to draw x material on the screen

-The material uses some shader

--The renderer sends the vertex data of the mesh containing the material to the shader

---The vertex shader is executed for every vertex on the mesh using the material, in here the polygons take performance, can be unnoticeable or a lot

---All output vertex data is stored

---The rasterizer maps the triangles on the screen and tests the depth to guess if it should replace the current pixel on the buffer or not, this one kinda affects perf depending on the polygons but not that much

---If it does, then the fragment shader is executed for each pixel, interpolating the vertex data of the triangle between the three vertices

---When the triangle is finished rendering, then it goes back two steps on this list and keeps going until it finishes all triangles

-After writing it all on the buffer, it check the render queue priority and calls to draw the next material

And so that's why i think draw calls, materials, polys and shaders go under the same category

marble rain
heady smelt
#

Lmao

#

If you have read/write disabled the poly count is literally that 32bit limit

marble rain
#

eh no

#

32 bit isnt the limit

charred pawn
#

What would be the best way at reducing the polygons of an avatar with 245450 polys πŸ₯² tryna make it pc/quest compatible or at least so quest users can choose to see

marble rain
#

all through it was a example. a billion polygons is obviously outright not possible in terms of computing in real time

marble rain
#

or use decimate

heady smelt
marble rain
#

but it might not provide a desirable effect

heady smelt
#

(Im joking)

heady smelt
#

Goodbye shapekeys!

marble rain
#

hence why i said dont lol.

#

unless you know what your doing πŸ˜„

#

reducing polygons is a lengthy process if you do it the proper way.

charred pawn
#

I have no idea what i am doing aside from my goal lmao

heady smelt
marble rain
#

you might need to get some tutorials from youtube on how to do polygon reduction

ivory sluice
#

Decimation should be done for uniform meshes, you can try unsubdivide or removing edge loops manually
But at this point i accept anything that optimizes your avatar, i prefer a decimated avatar than a 200k polygon mesh cluster

marble rain
#

100% lol

#

majority of those avatars sadly just have to many polygons making a simple shape

charred pawn
#

Nods head yes and smiles

mint topaz
#

ill point out that angel doesn't have much unity knowledge, but i will point out that youtube will help

charred pawn
#

^^^^^

mint topaz
#

removing edge loops will take time, but its something you can 100% do

#

learn what they are, which isn't hard, then see what you can do in removing them manually

mint topaz
#

especially for your avi

heady smelt
mint topaz
#

its a droning process

charred pawn
#

Waht

mint topaz
#

what

charred pawn
#

340000

#

On a letter

mint topaz
#

why would the letter D have 340k polys

charred pawn
#

☠️

#

Bruh

mint topaz
#

how do you even get to that stagee

charred pawn
#

Makin me scared to look deeper into this avatar

mint topaz
#

itll be good practice for you

heady smelt
charred pawn
#

πŸ₯²

mint topaz
#

afterwards you can look towards atlasing your materials for further optimization if need be

#

i say 'if need be' but in reality it will 100% help with performance

charred pawn
mint topaz
#

your project is more "oh theres a ton of shit" rather than unsolvable

#

its going to be very annoying to clean yours up purely because of how much crap your avi has on it

#

but if you want to get started, its a decent way to try

charred pawn
#

I'll buy you mcdonalds if you fix it with magic

#

Just snap your fingers and make it happen

heady smelt
#

I remember the time when a single shirt in my avatar had 30000 polys (Shirt rpped from a game)

mint topaz
#

i can decimate it for you if you want everything to look awful lol

#

i say that but id rather not xd

mint topaz
#

but yea

#

3D tech is interesting stuff to get into

charred pawn
#

I wish aiko could see the horrors of which we seen

heady smelt
mint topaz
#

and optimizing models via reducing subdivisions / removing edgeloops and cleaning up topology / retopology all falls under 3d shit

#

its a slippery slope if you like it

heady smelt
charred pawn
#

Animations do not like this avatar

heady smelt
#

Ill look it up myself when i get back home

mint topaz
#

tldr:
its an easy way at reducing polygons
it will make your topology ugly

#

theres a good meme for this, let me look it up

heady smelt
#

Ez

mint topaz
#

yea right?

charred pawn
#

I'd easily pay someone my last 6$ to optimize it for me ☠️ idk much and always have a 4 year old buggin me πŸ˜‚

mint topaz
#

lol

#

@heady smelt behold

charred pawn
#

πŸ˜‚

#

I need mark to explain unity to me

ivory sluice
#

I once saw a bloke flexing on how he has an avatar that can bluescreen your pc or brick it (i doubt it but just in case), he even said the avatar name, unfotunately you can't report individual avatars on the website so i just let it here

He has like 50 multi accs so bans don't work for that kid

heady smelt
#

Change my mind

mint topaz
#

i hate that

mint topaz
#

but yea- anyways

#

i personally enjoy 3d tech stuff, since i also do it for job stuff lol

charred pawn
mint topaz
#

but if youd like to get into it, i highly recommend it

#

its a good skill

charred pawn
#

Master plan

#

😳

heady smelt
charred pawn
#

I thought fans were set to fixed speeds

mint topaz
#

you can overclock some stuff

heady smelt
charred pawn
mint topaz
charred pawn
#

All my fans are constantly at 100%

mint topaz
#

normally thatd force your computer to just stop but

heady smelt
#

He told me the fans were malfunctioning so that maybe explains it

mint topaz
#

even im impressed

ivory sluice
# mint topaz i *hate* that

Fr i really hate these kids, they download and promote sketchy apps and malicious stuff that is just made to f up other users in game, he even goes around like "yea if someone messes with me i'll have their whole dox leaked", idk if that's true but i can believe it knowing how many malicious apps he said to have

mint topaz
#

oh

#

yea that

charred pawn
mint topaz
#

because i love seeing peoples process and creativity

#

especially when it works

#

from blender / maya -> unity / unreal, for vrchat or otherwise

mint topaz
#

people can come up with outstanding things which is awesome

heady smelt
charred pawn
#

I can code and stuff better than modelling in 3d

mint topaz
#

@hybrid mulch cease

heady smelt
mint topaz
#

coding is a really useful tool

ivory sluice
mint topaz
#

can help with some rigging for like, maya and stuff, the initial setup

#

OR

#

you can make really nice shaders

#

do you use c# or what language?

mint topaz
#

im sorry but the lengths this child is going through to just be an annoynace is

#

mindblowing

heady smelt
charred pawn
#

Just lemme hack them lol

#

I'll make every file on his pc meatspin

mint topaz
#

angel, have you ever been interested in shaders

heady smelt
#

I gtg, was nice talking to yall

mint topaz
#

until next time aiko

charred pawn
#

Byeee aiko

heady smelt
#

Yup, bye

charred pawn
#

And yea

#

Wdym interested

#

I like things that make objects look better at low cost of performance

mint topaz
#

you can unironically make some really nice shaders if you can code decently

charred pawn
#

I can take my coding knowledge to make shaders?

mint topaz
#

of course! 100%

charred pawn
#

I mean i guess that is possible

mint topaz
#

oh my god i need to introduce you to shaders

charred pawn
#

πŸ‘€

ivory sluice
#

If you know c you are good w shaders

mint topaz
#

yea

#

you can make the most unique things ever

charred pawn
#

Ouu

ivory sluice
#

Unity shaders are codes in shaderlab, that is hlsl, that is c++, that is just c

mint topaz
#

if youve ever been to those shader showcase worlds, most of them are coded!

charred pawn
#

Oh so thats why i can open them in visual studio as code

ivory sluice
#

What you need to know mostly is vectors and maths in general

mint topaz
#

like uhh.. shaderfest, that has really cool examples of stuff

#

indeed

charred pawn
#

Well i do know those lol

mint topaz
#

excellent

charred pawn
#

I haven't done too much for about a year now but it wouldn't be hard to get back into lol

ivory sluice
#

You also have the source code of unity shader on github if you doubt something

charred pawn
#

So i could have been doing this through code the whole time with proper information ☠️

mint topaz
#

pretty much

#

lol

charred pawn
#

I figure coding is "harder" and thats why it wasnt spoke of much

mint topaz
#

you can make something beautiful

charred pawn
#

Prettyy

#

But how big is the asset πŸ₯²

mint topaz
#

its mostly because theres a whole other chnanel just for shaders

#

whether they be node connections / coding

#

well

#

you get 60fps+ on quest so

#

πŸ€·β€β™€οΈ

charred pawn
#

Do the people here sell their assets or give em out for free or just showcase?

#

And da helll

mint topaz
#

a mix of free / showcase. paid assets are normally purely through gumroad / booth / personal web stores

charred pawn
#

Gumroad is where i got greek avatar ☠️

mint topaz
#

lul

charred pawn
#

Evil

#

πŸ˜‚

mint topaz
#

i always check the info of assets on gumroad before i buy 'em

candid estuary
charred pawn
#

gasp pretty shader person

mint topaz
#

and omg trix noticed me lol

candid estuary
#

Discord ping momento

#

But yeah with limitations comes creativity

#

Flip normals. Go ham

mint topaz
#

y e s

charred pawn
#

I'm about to throw this paid asset in the recycling bin πŸ™ƒ

mint topaz
#

F

marble rain
#

lols

mint topaz
#

ill normally buy a base, but i prefer not to get premade avi's

#

with a base, i at least can control everything else that goes on it

#

and you know, optimize as need be if necessary

marble rain
#

just understand 99% of avatar bases are likely extreamly poorly made in terms of how optimized

charred pawn
#

Where does one aqquire a good base model then πŸ€”

mint topaz
#

model your ow-

marble rain
#

eh hard to get to.

#

most of the times you either need to pay someone to optimize it heavily.

#

or delve into it yourself

#

cause it can be a long process

candid estuary
#

become archeologist. throw some bones around make picture. model your avatar after that. creature πŸ‘

marble rain
#

or you need to know people that know people etc that made a optimized version

marble rain
#

can u tell me how many materials the current avatar has Angel?

mint topaz
#

mans boutta say 100

charred pawn
#

Neither of you have seen an optimized base model paid or free that you would recommend?

mint topaz
#

idk, i have my own πŸ€·β€β™€οΈ

charred pawn
#

Theres a lot lmao

marble rain
#

well just say it lol πŸ˜„

candid estuary
#

I mean, according to VRC everything is unoptimized (for good reasons though)

charred pawn
#

sigh lemme open the project πŸ™ƒπŸ₯²

candid estuary
#

Theres real good ones though

mint topaz
#

its good practice to optimize things for vrchat, but obviously not everyone will do that since not everything is vrchat

but saying that, it should be normal practice to at least ensure proper topology, verts are connected, subdivisions aren't bloody insane, etc

charred pawn
#

Rate the greek avatar from 1-10

mint topaz
#

and while i love adding edgeloops, you cant just leave it as is-

charred pawn
#

πŸ˜‚πŸ˜‚πŸ˜‚β˜ οΈβ˜ οΈ

mint topaz
#

lul

charred pawn
#

Uhhhh can i see that properly in unity

#

Cuz remember the mesh was uhh

#

Fucked

#

To say the least

charred pawn
mint topaz
#

theres a wireframe mode in unity

#

its called the draw mode menu

charred pawn
#

Why there no vc in vrc dc

mint topaz
#

πŸ€·β€β™€οΈ

#

you can just post a screenie whenever

charred pawn
#

Tru

#

Is there anybody here we could add to a group to maybe look at how god awful greek is optimized? Figured other people could have different perspectives and im useless so πŸ€·β€β™‚οΈ

mint topaz
#

eh just post it here

#

people will talk about it πŸ’€

charred pawn
#

Oh i know ☠️

#

Alright what all do yous need

#

A screenshot of the wiremesh

#

And texture count?

stray tangle
#

pro tip, use ShareX if you want to be able to record short videos/gifs of stuff

stray tangle
mint topaz
#

i would prefer it in blender, but yes, wireframe and shaded wireframe

and the sdk stats

charred pawn
#

Okay give me a year to find them all πŸ₯²

charred pawn
#

@mint topaz

#

Halp

#

Literally dont know where anything is

#

Idk why im being told keywords but not location when we know i am completely oblivious to unity

#

@stray tangle

#

Anyone?

#

This is why i refuse to learn any of this lmfao

stray tangle
#

the performance stats is the Builder tab in the SDK window in unity

#

if you've uploaded an avatar, same menu

charred pawn
#

...could've just said that

stray tangle
#

for the wireframe change your scene view from Shaded to Wireframe and Shaded wireframe

charred pawn
#

Like that?

stray tangle
#

christ the amount of polys lol

charred pawn
#

Yeaa

#

That's what im tryin to decrease

#

I want it to be able to be seen by quest users

stray tangle
#

...

#

that is not the only thing you'll need to fix to be visible on quest

#

there is a lot of stuff that needs to be done

#

if you were to pay someone to do it, depending on how much functionality you want to retain, that's a 100-200$ job easy

charred pawn
#

Lmao

stray tangle
#

for your quest version, you should start by removing every disabled accessory

#

any outfit toggles, props, etc

#

all gone

#

and then you can start thinking about optimizing the rest

mint topaz
#

good luck πŸ’€

charred pawn
#

Gonna use quest tools and break everyone's lobby πŸ€·β€β™‚οΈ

heady smelt
#

Lets see how VRCQuestTools manages to make your avatar uploadable to quest

charred pawn
#

It probably wont lol im not actually gonna try

#

Quest users can just cry about seeing a fallback avatar

#

Get a good pc, not my problem anymore πŸ€·β€β™‚οΈ

#

That's where im actually at

heady smelt
charred pawn
#

It will either 1 be abysmally bad, 2 ruin others game or 3 most likely wont be able to transfer all the assets properly due to the way its staged

charred pawn
#

😐

#

Didn't work

heady smelt
#

Welp

charred pawn
#

Too many physbones and i tried removing them all except my clothing, still too many assets

#

See πŸ€·β€β™‚οΈ

#

At least my assumption was right, guess im learning something at least

#

Any quest user i see imma tell them to airlink or dont talk to me πŸ₯²

#

So like 90% of vrc from my experience

candid estuary
#

Its wild

craggy basalt
#

When I was making my avatar, the baked normal is very visible on the seams and I am wondering what I may be doing wrong to get this result

proper grail
#

its just barely cut off, but is the idk image type set to non-color?

craggy basalt
#

thx, it was not I will test out now

proper grail
#

also feel free to use like a 512 margin to bleed the edges of the uv out

mint topaz
#

i like how low poly your unironically low poly model is btw

#

it is very low poly

craggy basalt
#

my computer has 4gb of ram

mint topaz
#

oh god

#

understandable work sir

buoyant holly
#

that's so low-poly it doesn't even have any joints

mint topaz
#

lol

craggy basalt
#

who needs joints when you have bump mapping

craggy basalt
buoyant holly
craggy basalt
#

im doing this for the meme

stray tangle
#

@craggy basalt make sure those edges are not marked as sharp

#

when and edge is both a seam and a sharp, it still shows up red like a seam

high igloo
#

It can both be low poly and animate well, just know that you should put some priority on deforming areas when it comes to bone and edge placement :)

craggy basalt
#

Tbh I'll probably adjust the topology to make it semantical because all I did was spam the decimate to 0.02

craggy basalt
onyx harness
#

open chrome with only 128KB of Ram, see how well it does vrcAevSip

buoyant holly
#

Star Fox certainly didn't run at 60 fps

onyx harness
#

plus one vrchat model from gumroad has more polygons than all of those games put together vrcFPaulSip

silk elbow
#

Hiya people! I would love some help to upload a quest version of a pc avatar i have… im real bad at unity

craggy basalt
#

ive never actually finished a model before

#

but, i seemed to have made another mistake

hybrid shale
#

people back then use every memory to their fullest

craggy basalt
#

When I mirrored the normal map there is a visible seam

#

(To get more detail in the texture)

hollow root
#

All the materals are still there, they never combined to one, Look what it did to my model!?!, it ruined everything, I clicked to save atalas to, I followed the tutorial, I have nrever done flipping anything wrong, or did I forget something?

hollow root
#

Liar!!!, because I have already changed generic to humanoid and it still say that?!!?!?!?!?

stray tangle
#

@hollow root did you ever unpack your avatar at any point?

#

and can you check which unity version you're using? (top of the window)

hollow root
#

Ver 2019.4.31f1, and Vrchat Creator Companion

ivory sluice
stray tangle
#

@ivory sluice it's automatic if the avatar was never unpacked

ivory sluice
#

yee but just in case

#

because i also see a removed animator

stray tangle
#

you should basically never unpack avatars to begin with, so if they did do that I was going to tell them to drag the FBX in again to keep that reference intact

#

ah good eye

hollow root
# ivory sluice yee but just in case

I swear to god I did add animator component, and did everything, and nothing happened, each time I leave rig, the avatar changes automaticlly to generic, and the repairs go in vein

stray tangle
#

did you click Apply after changing it to Humanoid

#

and are there any Import messages in the rig tab

#

you need to expand that section if there are

hollow root
#

I think I just clicked done

stray tangle
#

yea, that does NOT apply changes

hollow root
#

I clicked apply when I went to configure again, and the warning doesn't go nor anything changes, it's like some sort of hallucination/confusion

#

I just did everything😑 😑 😑 😑 😑

hollow root
stray tangle
#

no, DON'T

hollow root
#

There is a demon in the project, and he's on to me just, kidding cause there is nothing else I can do

stray tangle
#

don't unpack your avatar

hollow root
stray tangle
#

well then, no wonder why nothing is updating properly

#

because by unpacking it you break the link to the original file

#

so changing import settings will have no effect

#

you'll need to drag the FBX from the assets into the hierarchy again to have the correct version

#

and then never unpack it

hollow root
#

It already never worked, even before I unpacked the prefabs, it never worked at the start

stray tangle
#

because you changed your import settingsafter unpacking

#

so you never actually fixed the model in the scene

hollow root
#

I am so sorry because I ask too much, but how to avoid and notice that you changed import setting?, I think I changed it without noticing, is the changing import setting in blender?

#

It says the Rig type: Non-Humanoid, even after I clicked enforce T-Pose and I clicked apply right before I clicked done, no matter what I do, nothing gets fixed, is there anyone online reply to me?

#

It's Okay I finally did it, thanks Scared

#

What the heck am I suppose to do now?, should I select the warning, it puts me in this below

onyx harness
#

Your knee is below some other object in your hierarchy. That’s all it’s complaining about. You can move it up by dragging it if it’s unpacked but if your model is still packed, which it should be, you can use control β€˜+’ to move it to the top of the list

onyx harness
#

These pings with np message. Just keep the message.

hollow root
onyx harness
#

Yes, select the object in the hierarchy and then click ctrl then +

hollow root
#

The only way to click + is to click shift and then =

onyx harness
#

Okay the click ctrl then =

#

Same difference

hollow root
#

I clicked and nothing happenedvrcCrying

#

Should I select only one?

#

Yes it is, don't need to reply

#

I just pressed ctrl and + and this time nothing happened, my keyboard seems be glitched, even my laptop's keyboard is also glitched

onyx harness
#

If it’s packed, I don’t know another way to move it up. I use default unity keybinds, I checked the shortcuts and for me that moves objects

stray tangle
#

it's a non-issue, it won't stop you from uploading

hollow root
#

For me the objects sometimes moves and sometiomes not, now when I click nothing happens, but it works suddenly, and suddenly not, as if my keyboard has it's own personality, just kidding, no need to reply, don't need to say something

hollow root
hollow root
stray tangle
#

...what? no you don't

onyx harness
#

Huh

stray tangle
#

you also don't even need to really worry about that warning

#

it's a warning, not an error

craggy basalt
proper grail
#

unassigned verts behaving as expected

craggy basalt
#

Probably going to redo the entire thing starting with the high poly model

craggy basalt
proper grail
#

in blender, edit mode, select -> by trait -> unassigned verts. it should highlight most of the head and itll be easy to just assign 1.0 head vertex group to it

craggy basalt
#

Oh OK thx

craggy basalt
#

im so sad, because the new model i made isnt able to parent to an armature

#

with automatic weights

proper grail
#

Sometimes if its a buncha smaller pieces itll fail. Separate by loose parts, do all of the parent by auto weight at once, and rejoin all the mesh bits

craggy basalt
#

i exited blender so when it would run faster, but when I came back the textures were gone : (

ivory sluice
#

Always save your textures from blender, these can be deleted from the memory at any moment on the project

velvet pike
#

What would be a good or acceptable amount total triangles for a mesh that is paws with fur covering arms and legs? Havent done much optimising yet so the total is about 30k now..

buoyant holly
#

for a pc Avatar that's pretty good

craggy basalt
amber hemlock
#

This user puts crappy minecraft models on all his quest versions. I feel like this is mean spirited. I didn’t even know I was sending this message to quest users when I was wearing it. Shouldn’t this be against the rules?

mint topaz
#

youre kidding right

#

this is probably as tame as they get

#

honestly for interpretations sake i doubt people would actually get insulted from something like that

#

and if they did they'd voice it

#

i wont condone insulting quest users but this is more satire than anything

empty viper
ivory sluice
#

Doesn't sound very unoptimized
But imo this would kinda count as hateful messages, just not very hateful compared to what is considered an actually hateful message
Tho it would be cool if there was a report option for avatars that use malicious content on different platforms like with crasher avatars to crash the other platform users and things like that (but more hateful)

For me it sounds like someone dislikes quest users and wanted the world to know

empty viper
mint topaz
#

fair

ivory sluice
#

Sounds like a good reason too

mint topaz
#

its normally unwillingness to optimize for some people

#

big shrug moment

ivory sluice
#

Perhaps these "just get a better pc lol" people

mint topaz
#

its really not an excuse to make PC avi's unoptimized af lol

#

like

#

i was debugging someones avi that they claimed had an optimized, quest version

#

but

#

it wasen't even a mesh at that point

#

it was so deformed from decimation that

#

i dont even know

#

it was just some stuff in the scene view

#

the original avi was 1.2 million poly's with like 60 material slots amongst most things

ivory sluice
#

When physbones got announced as 10x more performant they tought that meant they could put 10 times more physbones on their 300 dyn bones avatar

mint topaz
#

lmao

amber hemlock
#

Going out of your way to do extra work just to insult someone like, why?

#

Everyone uploads very poor to quest. That PC version would have been good rated on quest, he did extra work just to NOT do it

mint topaz
#

true

#

am i misinterpreting what 'condone' means?

#

condone = accept?

amber hemlock
#

Condone: β€œto accept and allow morally wrong or offensive behavior to continue”

mint topaz
#

o

#

oki, i thought i was using that wrong in this context

amber hemlock
#

Yeah to condone is a bad thing ;p

#

It’s almost always used as β€œwe do not condone”

mint topaz
#

ahh i hate english πŸ’€

craggy basalt
#

A lmao. I was wondering if I could make minecraft steve in vrchat

onyx harness
#

There's also always more Quest users on vrc than Pc users so this Pc elitist mentality thing some older vrchat users have is just laughable.

pseudo obsidian
onyx harness
pseudo obsidian
mossy pike
#

Just finished sculpting and now the worst part, retopology ;-; anyone know any easy tutorials for good retopo? Cause doing it vert by vert is so tiresome (And no I haven’t found anything good on yt )

stray tangle
#

start with a simple quad and position it on the face to start

#

you should also enable snapping (top middle of viewport) and set it to Face, with Project individual elements enabled

mossy pike
#

i got a plugin to help retopo with blender

#

it automatically added shrink wrap but i didnt know what it did so i removed it

stray tangle
#

essentially projects the mesh onto the base mesh

#

you should probably be using it lol

mossy pike
#

ah nvm

#

its active

#

then its on the right track

#

im not very good at it, all i do is look at tutorials

#

but thanks for the help man

stray tangle
#

I would start by creating the loops around the important areas, like the eyes, nose, mouth, ears, etc

#

and then slowly building out the contours of shapes, eventually connecting them together

mossy pike
#

took me a milion fucking years but this should be good enough to make blendshapes without any weirds clippings right? i have no idea how to do good facial topology and just went with google and tutorials

mint topaz
#

youve followed those tutorials well matsix

calm spade
#

Could use a bit of smoothing, but the flow seems great!

hybrid shale
#

the only issue i see is some of the loop arnt too nessary(around the face mask)

#

and the nose loop didnt flow nicely to the side of the face

stray tangle
#

and smooth out some other areas

mint topaz
#

by using a mobile shader, quite literally

#

youre going to need to switch your shaders to mobile/lite

#

quest cannot use any other shader @heady smelt

#

huh

#

uh

#

you dont need blender?

#

just do this

#

youre in the wrong place

#

click your avatar in your scene

#

youll then see the materials on the right

#

do you see those

#

right now theyre vrm, correct?

#

alright

#

first though

#

show everything

#

you have more errors

#

yes

#

alright

#

once you do that to everything, youre good to go

#

πŸ‘

#

screenshots please

#

you can adjust shader settings

#

expand the arrow next to the shaders

#

adjust as needed

#

possibly? i dunno

#

you wont be able to match mobile/lite shaders 1-1 with pc shaders

#

nope

#

black emission = nothing lights up

#

youll need to make your own emission mask

#

if you download or have any digital art software, its very easy for your case

#

easy then

#

you can just grab your eye material:

  1. create a new layer justincase
  2. paint everything except what you want to light up, black
  3. paint what you want to light up wight
#

wight?

#

wite?

#

you get it xd

#

your eye tex ye

#

yea just incase

#

i like layers incase i do something stupid

#

yea

#

its an emission mask so dont worry

#

yea

#

now plop it in as your emission mask

#

wdym

#

no as in why are they pink

stray tangle
#

@heady smelt set your emission color to white, and then put your main texture (albedo) into the Emission slot. it's an emission map, not an emission mask. the difference is that a map determines the color of the emission at every pixel, while a mask determines if it should glow, and if so how brightly

#

note: if the color is dark, like black, it has the same effect as a lower emission value

#

by putting your main color in the Emission slot, you're effectively saying that you want the red eye to emit red light, and the blue eye to emit blue light

mint topaz
#

nice

stray tangle
#

you can control the emission brightness by the emission color field

#

you should keep it a grayscale value so that you don't change the emission color

#

for example, white for full bright, gray for less bright

mint topaz
#

i dont really dable with quest shaders so im not sure atm

stray tangle
#

you can't do any transparency on quest

#

you'll need to delete that part of the mesh in blender

#

yes, you can do that

#

but you'll still need to delete that part of the mesh

warped apex
#

I'm trying to optimize my avatar to be at least a Good rating for quest.
One of the requirements is 2 or less material slots.
My avatar has 3 material slots, I think because my avatar uses 1 and I have 2 toggleable objects that each have their own slot.
Unity shows that all 3 meshes have their own material, even though the textures are all shared.
Is it possible to have only 1 material that all 3 objects use?

buoyant holly
#

you're going to have to combine the objects into your main mesh and use like bone scaling to toggle them if you wanted it only be one material slot