#avatar-optimization
1 messages Β· Page 4 of 1
entire body mesh is something like 40k I think, so yeah
but if both combined is already lower than that, separating it might not make a big enough difference
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
no worries if your total count is only 40k.
40k is quite good yea
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.
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
My guess some shaders can depend on tangents being calculated instead of imported, especially something like Poiyomi.
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
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
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)
you can do it all in one layer. and you only need one Transition having all those conditions. simply Default > State 1 Checks A,B,C;D if any of them are true do X animation. and the other state you just need to do the same. but call it state 2 instead. and that one checks for C,D,E,F on one transition
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
additional layers has a much more significant performance impact than slightly more complex logic within a layer
example, this nested direct blendtree bullshit runs significantly better than having toggles be on their own layers
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.
you actually could, since you can drive the value of parameters using animations
don't get me wrong, it's a lot more janky, but it would actually run better
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.
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".
so fun fact about that, you can mix WD on/off with blendtrees
if your controller is entirely WD off, you should still always use WD on for direct blendtrees
While the other way it is both need to be less than value.
it won't break anything else, and fixes all weirdness with direct blendtrees
I know, I made even a rant about this on VRLabs Discord.
xD
I was like " why are blendtrees so tedious to expand".
Solution was do them WD On instead of Off.
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?
hmmm alright this is good info. Many thanks for all the replies
i dont have any physbone colliders yet its saying this what do i do to get rid of this pls
that's only a yellow so I wouldn't worry about it too much
Click the Select button to the right and it'll show you all the objects that have colliders on it
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.
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
testing in the editor is also subject to performance loss btw. gotta do standalone testing. and 20 layers is alot. like aloot. but people are overestimating and thinking its going to increase your performance. while that is not the case. more layers does not always mean worse performance. it does however take up more ram. and longer build time.
Holy cow.
I did not expect nearly unanimously 100 people asking for this tutorial.
Here you go! Its under 1 minute long!
As all tutorials should be.
Now go out there and optimize the heck out of stuff.π
183
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
it's still possible to toggle stuff with vertex colors
just not as many options lol
yes. but it requires multiple meshes. which is not ideal. and not to mention you need to bake everything in blender which just takes alot longer.
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
eh, i am talking about different vertex colors. those things have nothing to do with vertex in general.
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
lols π but yea. it saves on vram for sure. but the other benefits i don 't believe applies to vrc sadly.
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
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.
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
yep
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)
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
honestly its not worth using it. just use textures
dangit, i was just about to post that 
You beat me to my own self promo
kekw
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.
the thing is . vertex colors are not useful for desktop. its mostly useful for quest etc. low end hardware. and even then its far eaiser to do materials. one material will out perform vertex colors at any moments.
I disagree, I use vertex colors on desktop. See this message: #avatar-optimization message
Its an alternative, not superior.
Still useful.
i am not saying its not useful. but its less preferable.
i speak from experience.
barely anyone in the game development field uses it
vertex colors are used all the time as masks in Game Dev
This isn't true. Vertex colors are used a loooot.
and pretty much like Nintendo's entire catalog from the N64 to Wii
Especially for things like hair.
it's not used a lot, but when t's needed it's useful
nope they are really not
would you like me to pull up articles pointing out the use of vertex colors in Game Dev
i disagree i seen my fair share and non of them does it.
Look at any Daz3D model and you will see the amount of vertex color used.
100% please do
i might have outdated info
question if you're not extracting the model data how would you know if the vertex colors were used for masking purposes
Textures.
if a game takes up 100s of gigs of data.
it does not use that.
it uses 8-16k texxtures.
or similar
I'm talking about vertex colors for masking not the direct color
https://www.artstation.com/artwork/48nJD1 more than just masking
anyhow we can disagree to agree π i am not saying its not useful
it can be used very low mesh lods or linear gradients
well you're down playing their usefulness by saying they're never used in games off of like no actual source
for vrc textures are better.
well. to be fair. its rare that they do.
like EA,ubisoft etc
even ehm path of exile
etc
uses materials
how would you know you literally cannot see the vertex colors for masking
or textures to say
100% there is
but its not wortth going into for vrc.
I don't see why you would dismiss that

and is to complex for alot of people.
the video is literally one minute long
that's shorter than most video tutorials for vrchat
anywhoo i am out. sorry. i did not mean to cause a spur here.
i just dislike vertex colors.
it could also be used for color irregularities on terrains. Minecraft does this for grass dependkng on biomes
and pretty much most Nintendo games before the Wii U
they do compression more than anything btw. finding similar textures etc.
well at the end vertex colors is something as simple as its name says, everyone can use it however they want
agreed
but simply said textures are eaiser to do
I once had to optimize the old bHaptics touch reactive vest from 3 materials down to 1, that was a challenge
how so
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
so my solution was:
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)
game?
the game
Legend of Zelda Skyward Sword
its more effort to get to the same result'
- 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
older game makes sense
GAMA: https://www.gameartistsmastersacademy...β
In this video we will be making a material to blend textures based on their surfaces. We will paint the vertices to blend the materials with the mesh paint tool in unreal engine.
Artstation:
https://www.artstation.com/dustomatic
here's a technique used by a lot of modern games involving vertex colors
they use textures.
which are controlled by the vertex colors
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
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.
idk for other creators but to be fair for me every bit of optimization matters
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
now that a lot of people make extremely unoptimized content, optimizing my stuff and helping others to optimize is very important
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.
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
agreed
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.
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
I really want to stress this
If you adopted some vertex colors into your workflow
nice.
i win you w my 256kb 256 poly fox
i am already low enough
By your standards, yes.
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
5.88 is enough low
I plan on making a quest fallback version the same I did for Red, but haven't gotten around to it yet
going lower is fairly. pointless
Its been extremely worth it
you should do that soon, a lot of people have been appreciating your work
π
what abt
my 16kb infinite tunnel world 8)
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
haha yea I should, that was the most twitter activity I've ever had lol
That's the kind of nerd shit i love to hear
haven't had anyone contact me about it yet though
which I'm perfectly fine with lol, I got other stuff to finish first
how. at that point it becomes a question why
Id say for scalability's sake.
stretching one's creative muscles working with technical constraints
The more people you cram into a lobby, the more it scales.
your 5mb isn't a lot sure, but it adds up.
i'll go next level and make a world that generates the mesh and texture via udon
jk that could get near the size
at that point your looking at physics.
5mb will not add up before you are at 500 +.
No, you're looking at everything you can get.
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
Its not about the biggest common denominator, its about everything.
the amount of work to get that low is less desired?
like cats can pretty much automate the vertex color idea down to one button press
like if most devs wanted to they could reduce their game sizes usage and more to a really low amount
true an avatar level of detail system or lod group support would be cool
That's a problem of disinterest. This is an optimization channel. If you're in here, you likely care about that stuff.
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
i don't care abt optimization
i live for it
i force it
i worship it
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―_(γ)_/Β―
yeah I also block avatars by file size
hence the reason
good choice. but anything below 50 mb i consider fine for vrc
the reason is simple.
For me its anything under 20, since I go to a lot of large lobbies.
at 100 people your at 5000 mb.
don't be like this guy
at that point its down to draw calls.
LOOOOL
and overall time per frame
their bio
Here are some extra things you can do when baking vertex colors to optimize your avatar in VRChat!
Don't forget shadow pass calls and even overdraw for that matter.
When optimizing its a look overall, not just 1 thing.
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
for sure. draw calls is a bitch t think about.
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.
Hi
i believe atm by avatar is like 8 draw calls i think
yeah they could have just used a detailed map for the collar
Your drawcalls are important sure, but so are your polys in that circumstance
polygons < drawcalls.
Its like one big puzzle, we're all out here finding ways to figure it out together π
for sure lol
In what context?
and believe me i dont want to sound like a jerk here lol.
In what enviornment?
like in vrc context.,
this is the reason why vrchat has to add back the avatar cap and yes-or-yes block any idiot that bypasses it
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.
Single material, 3.3k β³, using RGBA masked 256px normals in @poiyomi's shader. π§΅π
283
That's my point, the unless part of this.
i always recommend below 70k for avatar.
Its why you cant single out 1 aspect of an avatar for performance
why i said optimization is hell lol.
Exactly
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)
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 π
not possible to do the 100k + tests.
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
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.
mhm. good job π i appreciate that
keep going mate
really
we need more optimized content π
We do.
y e s
Its kinda our job as a community to tell more people about it
haha yea.
since its our experience
believe me i tell everyone i know
and i always try to do it for them.
i want a better experience.
no lag
no crash
nothing
my main Avatar is 1 2k material and 11k triangles
i have a meme for this
well done mate π
Pogg
maybe i should try to get my avatar to 30k polys π
no need to have more
we need to force it on all existing content
unfortunately ppl like the one sacred had shown still exist
Edge loop dissolves are the best thing Ive tried for that recently π
the Avatar base I used was already one material and 11k triangles
just dont have the time sadly.
xD
they were busy with some stuff.
18+
haha
anywhoo. keep doing great @heavy siren scared etc π
i apprecaite you guys for trying to optimize
hecking good job
I will one day somehow convince you of how cool vertex colors can be, i promise 
*sacred but ty π
boo
well it's kind of tricky when they discounted most of the uses of them in modern games
i just want to not crash tbf
I feel like they're warming up to it
please do lol
i want to understand what you find
i wish there were 16 vertex color slots like texture slots
yoo sorry
well not 16 but 8 i think it was the max supported in bmesh
tbh i am programmer more then anything so.
cross my mind Vortex color ambient occlusion would probably be quite handy for world-building
Would a post from the iconic bgolus help? xDD
In this tutorial, I will teach you how to create your own 3 Layer Blendshader in Blender for Cycles and Evee. I'm giving you an in-depth breakdown of how to use the shader editor, expose values and easily control various material attributes from the material properties tab in Blender.
You will learn how to blend between different materials usin...
I have models being created and am at the stage we either UV map them or go with solid colors, the artists want to do solid colors because it's faster,...
maybe haha
this is the kind of stuff that is neat with vertex colors
This is a material I made using the Strumpy Shader Editor for the Unity engine. It uses vertex color combined with a depth map to blend two sets of textures together.
Inspired by this UDK material, but the principles are the same and very simple to make:
http://udkc.info/index.php?title=Tutorials:Vertex_Color_Blending
Stumpy Shader Editor:
ht...
bgolus is evrywhere on unity forums fr
it does not matter to much
yea exactly, Poiyomi has this
etc
it's called RGBA color masking
He is inhuman
some might even say he is a computer program
he has too much knowlege
its scary
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)
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. 
(joking xD)
that would be too many polys for vr
but still a good usecase ive seen a lot of recently
A water shader I'm doing using Water Flow With Vertex Colors in Unreal Engine 4.
just remembered that Poiyomi has the option to bake averaged normals to vertex colors for smoother outlines
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
Wait what
tell me more

naaah
In this tutorial I'll go over the basics of vertex color gradient based animation for Unreal Engine 4. Vertex color gradient animation is the practice of creating animation using vertex shader offsets with various math functions modulated by the vertex colors.
We'll start by creating a basic butterfly wing flapping animation, then we'll expand ...
Poi has a lot of options that can use vert colors
ah aight like interpolated normals
Oh yee, procedural animations 
best part about vertex color is you can write to it with less perf cost than a CRT
afaik
π
In this tutorial I go over how to use vertex painting to change textures and the appearance of meshes. This can add a lot of dynamic elements to a scene with very little work in comparison.
Support me on my Patreon and see episodes 2 weeks early: https://www.patreon.com/ryanlaley
In this episode I show the basics of material creation with vert...
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
Could someone please play with tonight
im sorry to say but i cant optimize your playing experience 
What
I can low mb than that! π 256x256 matcap cost 0.04 mb texture memory and 4.3k polys. OR just use mobile diffuse shader 0.11 MB size and ZERO texture memory.
0.07mb with a single 64 by 64 texture and a 1000 triangles
bouta just make a 100 polygon avatar
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
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 π΅
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...
64 transforms (individual bones), 8 components.
The Avatar Performance Ranking System allows you to see how much a user's avatar is affecting performance via analysis of the components on that user's avatar. You can also use it on yourself to see how performant your avatar is. This system is provided to inform users what is likely the most perfor...
Ah! That's super helpful thank you. I need to bookmark this
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
I've got it on my bookmark bar, just because of how much I refer to it.
What's the benefit of doing that over assigning the head bone? Serious question. I'm new to this
Benefit? Things just break if phys bones are on any of the humanoid setup listed bones
Oh I see. Thanks, I didn't know that
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
Yeah any avatar that doesn't specify the poly count and/or is advertised as
is 300k.
This is one of those times where you take the fbx into blender and remove everything you don't plan on using all the time. Plus just hope they didn't make it in Marvelous designer without retopo
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 ...
This will be marked as very poor on quest
Premade avatars on vrchat that are very poor or worse shouldn't be allowed to be sold imo
True
Ejem.. most gumroad models.
Just most in general
Nah, most booth models are medium rated lmao
Some advertise them with 82k poly or 120k poly as if it was something normal
If it has toggles kinda makes sense to have so many polys, but if it doesnt its weird lmao
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
Dont hate me for this but i dont care that much about optimization
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
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
My avatars are just poor, particles, workimg gun system, etc
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
Polygons matter, just not as much as the ranking system considers it
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
True
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.
What are drawcalls?
how many times your computer need to redraw something
Imo draw calls, materials, shaders and polygons go together since they are kinda the same thing
like if u got 10 drawcalls your asking it to draw it 10 times.
in a way yes. but also not really. its more in terms of what affects it
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
I saw a 1,3 gb avatar
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.
The worse part is that it was just a car with many audio sources
that's also only texture vram usage, not including meshes
yup
thats the sound of my computer burning
imagine how many avatars will be poor ranked once the texture usage affects it
Mine already is poor lmao
Im too lazy to optimize it
once you go Good its hard to go back lol π
I just try to keep it above very poor
ya
you could easily make a material atlas. to reduce the total amount you have.
unless you already did
I do material atlas ln stuff i know i wont modify, like clothes from a single outfit
The hair or body i know i will change it anytime soon so i keep those separate to avoid headaches
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
to a degree yes. but the reason why i wont count polygons into it is more or less because of the fact that you can have a billion polygons and still only cause 1 drawcall. obviously that one drawcall will take alot longer to render due to the insane amount of polygons
You cant have more than the 32 bit limit, thats a computer's hard cap on everything
Lmao
If you have read/write disabled the poly count is literally that 32bit limit
What would be the best way at reducing the polygons of an avatar with 245450 polys π₯² tryna make it pc/quest compatible or at least so quest users can choose to see
all through it was a example. a billion polygons is obviously outright not possible in terms of computing in real time
put it in blender. find out you can reduce
or use decimate
Use vrc quest tools and watch quest users crash when you enter an instanc3
but it might not provide a desirable effect
(Im joking)
Whats that π
hence why i said dont lol.
unless you know what your doing π
reducing polygons is a lengthy process if you do it the proper way.
I have no idea what i am doing aside from my goal lmao
A plugin that converts an avatar for quest, but the poly count will be the same
Hmmmm
Interdasting
you might need to get some tutorials from youtube on how to do polygon reduction
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
100% lol
majority of those avatars sadly just have to many polygons making a simple shape
Nods head yes and smiles
ill point out that angel doesn't have much unity knowledge, but i will point out that youtube will help
^^^^^
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
basically the first part of this sentence is very useful for your case, theyre both fairly simple - it just takes time
especially for your avi
Like the time where a "D" letter avatar had 340000 polys
its a droning process
Waht
what
why would the letter D have 340k polys
how do you even get to that stagee
Makin me scared to look deeper into this avatar
itll be good practice for you
I've seen avatars that would make the vrc devs themselves cry
π₯²
the more you do, the easier itll be to do it again in the future
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
But if the first project is a nightmare that is unsolvable by normal means
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
I'll buy you mcdonalds if you fix it with magic
Just snap your fingers and make it happen
I remember the time when a single shirt in my avatar had 30000 polys (Shirt rpped from a game)
i can decimate it for you if you want everything to look awful lol
i say that but id rather not xd
oof for vrchat purposes lul
but yea
3D tech is interesting stuff to get into
I wish aiko could see the horrors of which we seen
I like ripping stuff from games and then adding it to my avatar
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
What did you see
Animations do not like this avatar
I never decimated something but i want to make a fallback version of my avatar
Ill look it up myself when i get back home
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
Just dissolve vertices lmao
Ez
yea right?
I'd easily pay someone my last 6$ to optimize it for me β οΈ idk much and always have a 4 year old buggin me π
lol
@heady smelt behold
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
Spheres should have the same topology as a Football/soccer ball
Change my mind
b r u h
Bruh
i hate that

but yea- anyways
i personally enjoy 3d tech stuff, since i also do it for job stuff lol
If i cant reduce my polys i shall increase them and create detriment for others!
A friend made another friend of mine replace the whole coolingnsystem of his pc because the avatar made the fans of the pc spin so fast the fans broke and hit the water cooled tubes, causing leaking π
Wth β οΈβ οΈβ οΈ
I thought fans were set to fixed speeds
you can overclock some stuff
I wonder how the fuck the pc didnt shut off instead of making the fans spin so fast
All my stuff is overclocked
yea i would be seriously concerned
All my fans are constantly at 100%
normally thatd force your computer to just stop but
He told me the fans were malfunctioning so that maybe explains it
even im impressed
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
Mans got a helicopter pc
its stuff like this which makes me really just.. furious really
because i love seeing peoples process and creativity
especially when it works
from blender / maya -> unity / unreal, for vrchat or otherwise
Dox aint hard ngl
people can come up with outstanding things which is awesome
We all heard through his mic how the fans were spinning π
I can code and stuff better than modelling in 3d
Dammnnn
@hybrid mulch cease
Im in the middle, im not the best but i kind of know a bit of everything
coding is a really useful tool
If i told you how much me and many other users want this kid out of the internet
He got to the point that he can now crash and annoy other users on a specific world and not get kicked because he threatened the world creator with all this sh if he ever banned him from his discord server or vrchat world
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?
what the frick
im sorry but the lengths this child is going through to just be an annoynace is
mindblowing
Who
At that point call the authorities π
angel, have you ever been interested in shaders
I gtg, was nice talking to yall
until next time aiko
Byeee aiko
Yup, bye
And yea
Wdym interested
I like things that make objects look better at low cost of performance
you can unironically make some really nice shaders if you can code decently
I can take my coding knowledge to make shaders?
of course! 100%
I mean i guess that is possible
oh my god i need to introduce you to shaders
π
If you know c you are good w shaders
Ouu
Unity shaders are codes in shaderlab, that is hlsl, that is c++, that is just c
if youve ever been to those shader showcase worlds, most of them are coded!
Oh so thats why i can open them in visual studio as code
What you need to know mostly is vectors and maths in general
Well i do know those lol
excellent
I haven't done too much for about a year now but it wouldn't be hard to get back into lol
You also have the source code of unity shader on github if you doubt something
So i could have been doing this through code the whole time with proper information β οΈ
I figure coding is "harder" and thats why it wasnt spoke of much
this is something that @candid estuary showcased in #shaders for instance
you can make something beautiful
its mostly because theres a whole other chnanel just for shaders
whether they be node connections / coding
well
you get 60fps+ on quest so
π€·ββοΈ
Do the people here sell their assets or give em out for free or just showcase?
And da helll
a mix of free / showcase. paid assets are normally purely through gumroad / booth / personal web stores
Gumroad is where i got greek avatar β οΈ
lul
i always check the info of assets on gumroad before i buy 'em
Note this is quest compatible and uses 0 textures :)
gasp pretty shader person
LIKE this is GREAT
and omg trix noticed me lol
Discord ping momento
But yeah with limitations comes creativity
Flip normals. Go ham
y e s
I'm about to throw this paid asset in the recycling bin π
F
lols
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
just understand 99% of avatar bases are likely extreamly poorly made in terms of how optimized
Where does one aqquire a good base model then π€
model your ow-
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
become archeologist. throw some bones around make picture. model your avatar after that. creature π
or you need to know people that know people etc that made a optimized version
this is a solid plan
BAHA
can u tell me how many materials the current avatar has Angel?
mans boutta say 100
Neither of you have seen an optimized base model paid or free that you would recommend?
idk, i have my own π€·ββοΈ
Lets not talk about that, how about this weather eh π
Theres a lot lmao
well just say it lol π
I mean, according to VRC everything is unoptimized (for good reasons though)
sigh lemme open the project ππ₯²
Theres real good ones though
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
Rate the greek avatar from 1-10
and while i love adding edgeloops, you cant just leave it as is-
πππβ οΈβ οΈ
if i could see the wireframe, ill give you an answer
lul
Uhhhh can i see that properly in unity
Cuz remember the mesh was uhh
Fucked
To say the least
Linkz π
Why there no vc in vrc dc
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 π€·ββοΈ
Oh i know β οΈ
Alright what all do yous need
A screenshot of the wiremesh
And texture count?
pro tip, use ShareX if you want to be able to record short videos/gifs of stuff
at least the full performance stats in the SDK for a start
i would prefer it in blender, but yes, wireframe and shaded wireframe
and the sdk stats
Okay give me a year to find them all π₯²
@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
the performance stats is the Builder tab in the SDK window in unity
if you've uploaded an avatar, same menu
...could've just said that
for the wireframe change your scene view from Shaded to Wireframe and Shaded wireframe
christ the amount of polys lol
Yeaa
That's what im tryin to decrease
I want it to be able to be seen by quest users
...
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
Lmao
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
good luck π
Gonna use quest tools and break everyone's lobby π€·ββοΈ
Good luck
Lets see how VRCQuestTools manages to make your avatar uploadable to quest
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 π€·ββοΈ
That's where im actually at
I mean its good to atleast try
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
Just try it
Welp
Too many physbones and i tried removing them all except my clothing, still too many assets
See π€·ββοΈ
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 π₯²
So like 90% of vrc from my experience
100% recommend sharex. I have it set so it automatically puts images in my clipboard, opens recorded video folders and have a shortcut for scanning QR codes and picking screen colors
Its wild
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
its just barely cut off, but is the idk image type set to non-color?
thx, it was not I will test out now
also feel free to use like a 512 margin to bleed the edges of the uv out
my computer has 4gb of ram
that's so low-poly it doesn't even have any joints
lol
who needs joints when you have bump mapping
that fixed the issue
it's not going to animate well without any joints and probably not going to make your frame rate better making it even more low-poly than Quest fallback avatars
im doing this for the meme
@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
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 :)
Tbh I'll probably adjust the topology to make it semantical because all I did was spam the decimate to 0.02
open chrome with only 128KB of Ram, see how well it does 
Star Fox certainly didn't run at 60 fps
plus one vrchat model from gumroad has more polygons than all of those games put together 
Hiya people! I would love some help to upload a quest version of a pc avatar i have⦠im real bad at unity
ive never actually finished a model before
but, i seemed to have made another mistake
people back then use every memory to their fullest
When I mirrored the normal map there is a visible seam
(To get more detail in the texture)
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?
Liar!!!, because I have already changed generic to humanoid and it still say that?!!?!?!?!?
@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)
Ver 2019.4.31f1, and Vrchat Creator Companion
your avatar won't be used as humanoid if you don't put the animator avatar on the animator component, check if it's here
@ivory sluice it's automatic if the avatar was never unpacked
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
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
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
I think I just clicked done
yea, that does NOT apply changes
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 everythingπ‘ π‘ π‘ π‘ π‘
Wait, how to unpack avatar?, wait, I would try to figure out
no, DON'T
There is a demon in the project, and he's on to me just, kidding cause there is nothing else I can do
don't unpack your avatar
I actually unpacked the prefabs
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
It already never worked, even before I unpacked the prefabs, it never worked at the start
because you changed your import settingsafter unpacking
so you never actually fixed the model in the scene
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
Your knee is below some other object in your hierarchy. Thatβs all itβs complaining about. You can move it up by dragging it if itβs unpacked but if your model is still packed, which it should be, you can use control β+β to move it to the top of the list
These pings with np message. Just keep the message.
Use control β+β in keyboard?, cause I dunno how, click ctrl and +?, just tell me what I suppose to click
Yes, select the object in the hierarchy and then click ctrl then +
The only way to click + is to click shift and then =
I clicked and nothing happened
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
If itβs packed, I donβt know another way to move it up. I use default unity keybinds, I checked the shortcuts and for me that moves objects
it's a non-issue, it won't stop you from uploading
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
I finally put the knees on the top, thanks whever you're called
I think I have to move the knees above the armature model itself
...what? no you don't
Huh
you also don't even need to really worry about that warning
it's a warning, not an error
unassigned verts behaving as expected
Probably going to redo the entire thing starting with the high poly model
BTW, where is the sauce?
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
Oh OK thx
im so sad, because the new model i made isnt able to parent to an armature
with automatic weights
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
i exited blender so when it would run faster, but when I came back the textures were gone : (
Always save your textures from blender, these can be deleted from the memory at any moment on the project
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..
for a pc Avatar that's pretty good
The Avatar Performance Ranking System allows you to see how much a user's avatar is affecting performance via analysis of the components on that user's avatar. You can also use it on yourself to see how performant your avatar is. This system is provided to inform users what is likely the most perfor...
This user puts crappy minecraft models on all his quest versions. I feel like this is mean spirited. I didnβt even know I was sending this message to quest users when I was wearing it. Shouldnβt this be against the rules?
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
caugh u should condone insulting anyone caugh
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
or maybe it's simply someone that dont have the required skill to do good things with low poly and thats he's way to present he's excuses to the people who cant see he's work :))
fair
Sounds like a good reason too
Perhaps these "just get a better pc lol" people
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
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
lmao
I think blocking peopleβs fallbacks for your insult is crossing the line. If you donβt want to make an accurate quest version let people show their fallback. Itβs what they are for
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
Condone: βto accept and allow morally wrong or offensive behavior to continueβ
Yeah to condone is a bad thing ;p
Itβs almost always used as βwe do not condoneβ
ahh i hate english π
A lmao. I was wondering if I could make minecraft steve in vrchat
The worst ones are the public models that are perfectly wholesome on Pc and then straight up crashers on Quest. They're set up like that on purpose to reduce the Quest population in the lobbies.
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.
Had that on pc once. For me, it was essentially nothing; no bones, no tris, no nothing.
Meanwhile, the few quest players were getting pissed asking them to stop. I still don't know what the avatar was, or what it's contents were.
"what I'm not even doing anything! laughs meniacally." - dude doing it.
"If you had a pc you wouldn't be having this problem"
Ah, a staple. It takes me back.
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 havenβt found anything good on yt )
you can use these modifiers in order to help:
- mirror (enable clipping)
- shrinkwrap (target normal project, outside surface)
- subdivision (1 level)
- shrink wrap (target normal project, outside surface, small offset)
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
what does shrink wrap do
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
essentially projects the mesh onto the base mesh
you should probably be using it lol
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
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
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
damn fine work,nice topology
youve followed those tutorials well 
Could use a bit of smoothing, but the flow seems great!
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
looks great! as some others mentioned, you could probably dissolve a few loops
and smooth out some other areas
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
π
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:
- create a new layer justincase
- paint everything except what you want to light up, black
- 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
@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
nice
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
i dont really dable with quest shaders so im not sure atm
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
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?
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
Thank you π
