#avatar-optimization

1 messages · Page 60 of 1

buoyant holly
#

glad you're considering that kind of stuff and this is definitely the right spot the check

#

and yeah that gets a little complicated as the vrchat ranking system and what's the most optimized don't exactly line up as it's a simplified system to quantify performance

coarse vine
#

Yeah I've heard lol. Anywho, back to work for me!

strong quarry
#

I have a question regarding retopologizing, I'm currently using retopoflow in Blender and finally finished the retopo but what would be a good way to get the higher poly texture back onto the low poly mesh?

buoyant holly
#

texture baking

strong quarry
#

alright thanks

ripe eagle
#

would it be better to have a lot of skinned mesh renders with no shape keys or have 1 mesh with all the shape keys on that

buoyant holly
#

maybe one mesh without the shape keys and one with the vertices affected by the shape keys

glad vault
#

Does material swapping affect performance?

glad vault
#

Also how would I go with toggling meshes on in a way that they won't disable each other, acting independently, but without costing performance? I'm currently making a lot of objects that I want on my avatar and this just crossed my mind...

plush kestrel
#

Actually maybe not at all

#

Depends how heavy the material is I guess

stray tangle
zenith crown
glad vault
#

Thank you!

iron crystal
#

how would i optimize dynamic bones? my count is super big and i want to minimize it

stray tangle
coarse vine
#

This may be a dumb question, but do maps count as materials? I haven't messed with them yet.

stray tangle
#

do you mean like normal maps, metallic maps, etc?

coarse vine
#

Yeh

stray tangle
#

if so, then no, those are simply images. you add those to a material

coarse vine
#

Oh thank goodness

stray tangle
#

you can't slap an image onto a model and expect it to work

#

you add the image to a material as the base color (albedo)

calm spade
#

The textures have a cost

stray tangle
#

and then that gives it the color information

coarse vine
#

Yeh, I just didn't want my 2 mesh model to tell me it had 16 material slots because of math

stray tangle
#

no, material slots are per mesh

#

keep in mind that even though two meshes can share a common material, that counts as two slots

coarse vine
#

Yeah I knew that I think

#

I was just worried that Maps would be counted like textures. So 1 texture, 3 maps, 2 mesh would be 8 or something

#

Neato, thanks!

marsh phoenix
#

Does anyone make custom avatars and if you do can you make one for me for quest please

stray tangle
#

wrong channel bud. for commissioned avatars, you can check out VRC Traders in #community-servers-old. you will need to make sure your discord account is verified with a phone number to get in.

also just a heads up, avatars aren't cheap. they take a lot of time to make, and people deserved to be paid for their work. depending on what you want, the price range can vary. avatars using a base model that require minor edits will always be cheaper than completely custom avatars made from scratch

buoyant holly
#

and if you just wanting a distinctive Avatar you can generate one using the website https://readyplayer.me/vrchat in like 5 minutes and have it run on the quest

sick pelican
#

Anyone got some tips on optimizing particle systems? I've messed around with particles a bit but besides that idk where i'd start in terms of optimizing (such as unnecessary options etc)

unreal plover
#

Less is better

sleek cargo
#

Mess around with emission rates and total particle count

sick pelican
#

so for the most part less particles on the screen at once = better

#

thank you

floral oxide
# sick pelican Anyone got some tips on optimizing particle systems? I've messed around with par...

Realistically the less particles emitted the better. This is because most people in VRChat generally hang around mirrors or will interact with a mirror at one point and that will double the count of what you put in. Since we’re talking optimization, make sure the texture it uses is compressed. Trails will also eat up people. Limit your emission rates and limit your max particles. If you’re trying to achieve certain effects, it is far better to use a sprite sheet that actively moves to imitate details which can allow you to use less particles to still obtain the desired effect.

sleek cargo
sick pelican
#

alright, thank you for the tips

slim beacon
#

So we all know that dynamic bones are a pretty heavy performance hog, which brings up the question: is it still a better idea to use dynamic bones over cloth for a skirt/lowpoly mesh?

#

The most recent stuff I can find about it is two years old

solid smelt
#

Dynamic bones are bad, but cloth is usually worse. Following the guidelines in the avatar performance ranking system is a fair way to look at it.
Something to keep in mind is that cloth is locally done, so what you see might not match up with what other people see. Also, cloth needs its own skinned mesh to work, so you should think about that when thinking about performance.

warped needle
#

While talking about Dynamic Bones, does lowering the update rate matter at all for the sake of improving performance?
For example: in a lobby of 30+ FBT people with plenty of dynamic bones, would changing the update rate on everyone from 60 to 30 give any noticeable performance impact at all?

autumn furnace
#

No

ashen spindle
tender field
#

why does the android sdk still say 10k+ polys is very poor? they updated the game, didn't they?

calm spade
#

Did you update your SDK ?

heady flint
#

can somebody help me export my avatar? im having difficulty optimising

calm spade
#

What are you having issues with exactly ?

heady flint
#

im super bad at this lol

#

dont know how to combine materials

#

sorry it took me a while to respond, been going ham at a ton of tutorials online @calm spade

calm spade
#

Which tutorial are you watching ? There's a few methods

heady flint
#

this one

#

i think theyre using a different version of blender, makes it all very confusing

calm spade
#

oh boy that's very old

heady flint
#

is there a new better way to do it?

calm spade
#

Blender version doesn't really matter

heady flint
#

thanks! ill follow this

last radish
#

Should I use shapekeys or meshes for toggleable clothing and accessories? And what if the clothing pieces have dynamic bones on them?

calm spade
#

bones on duplicate bones

heady smelt
last radish
languid quartz
last radish
glad beacon
#

So, some may cry at this but its the only way i could create something along the effect
is there any way to change a different parameter than the axes when using a 2 axis puppet?

#

rn im using animator flowcharts to create ranges to set a value, but that seems pretty clunky

crisp willow
#

I'm at a stage where I had to go back to blender because I realized I have too many materials, material slots, and a lot of individual textures but no atlases.

#

Frustrated, for sure, but almost there. I could use some tips.

unreal plover
#

I personally find Cat's atlassing a bit lacking so I use PackMaster and SimpleBake to generate dense atlasses

#

You'd have 2 UV maps, one for the original textures which you can easily edit and another one which will be the final 1 material bake

crisp willow
#

Packmaster looks pretty good from a quick look

#

So I have finally come up against the paywall, eh?

#

Well, thanks for these. I'll keep it in mind when pay day rolls by.

unreal plover
#

You could always try atlassing yourself though it is quite tedious work

crisp willow
#

Incredibly tedious, yes! And I am very new to Blender and Unity both so this is all new ground to cover.
Admittedly, I did not handle the texturing and material work well enough for it to be easy later on.

#

I just wasn't expecting things like material limits and texture issues. In my head I was like "Oh, these are just pictures, it'll be fine."

unreal plover
#

Well with baking you don't really have to worry about material count since everything gets baked to 1 material in the end

crisp willow
#

Guess I have to say goodbye to my metallic bits?

unreal plover
#

Nope! It will bake it into a separate texture called metallics which describe how metallic something is

#

Same for smoothness and emission

crisp willow
#

Mm, so good to hear 🤌

#

Tonight at 3amEST, the paycheck cometh

calm spade
#

Packmaster is godlike

tough warren
crisp willow
#

So I've gone and bought it

#

And I've run through the setup guide, but nothing seems any different.

calm spade
#

Do you have comparison images between blender packing and packamster ?

crisp willow
#

Lemme clarify- Blender itself isn't different. I'm not sure where or how, but I must've set it up wrong.

calm spade
#

Do you not see the side menu in your UV page ?

crisp willow
#

Aha- in the UV editor

calm spade
crisp willow
#

_There it is 🤦 _

#

So now this can create a few atlases for me?

calm spade
#

Yeah, you'll have a lot more texel density with the higher quality packing

crisp willow
#

Well, I believe I'm in trouble. It does a great packing job, for sure, but now I need to rearrange and scale my textures into a single image to fit this new arrangement.

#

I'm blaming this oncoming nightmare on a big old list of rookie mistakes. In other words, time to climb out of the hole I dug.

calm spade
#

You can bake textures onto your atlas in blender as well, franada has a tutorial for that

crisp willow
#

I went digging

#

Found the tutorial

#

And a bunch of things clicked!

#

Damn, Ruuubick, super helpful

#

I should want to do this with every UV map I've got, correct?-- One whole atlas for all the textures.

unreal plover
#

Say you have UVMap with all the original UVs for the textures you are currently using. You want to make a second UV in the mesh properties and call it something like Atlas. Then with the Atlas layer active use Packmaster magic. Then you want to bake from UVMap to Atlas to generate the textures that will work with the Atlasmap.

#

After that I usually duplicate the mesh/armature and delete the old UVMap and create a new material that uses the baked textures

#

The SimpleBake addon I linked earlier simplifies a lot of this and puts in to ~8 clicks if you set it up from scratch

crisp willow
#

That sounds heavenly, honestly. I just ran out of mental energy to get started.

amber hemlock
#

Is it possible to animate a new audio file into an audio source component, to avoid needing a separate audio source for every possible sound? I never need to play more than one SFX at a time.

#

Trying to use record mode on an animation does not work but I know there are many ways to get parameters animated that you normally can’t add

stray tangle
#

wish that was the case, but not possible

amber hemlock
#

So weird. Is it not even possible via mono behavior?

#

I know we can’t have those on avatars

#

You’d think audiosource.clip would be animatable

proper grail
#

Is it possible to start/stop at certain points? One big streaming file would fit

amber hemlock
#

Good Point. With mono/udon your can, but I don’t think animations can trigger that

#

Pretty much only have play on wake

#

Anyways, thanks!

calm spade
proper grail
#

Duplicate mesh and armature together and export that with selected only. Yeah leaves a nice backup incase a material needs an edit before atlasing

calm spade
#

Ah as a backup, i thought that was necessary to make changes stick through export or something

proper grail
#

I suppose on that side of things as well

crisp willow
#

Franada's tutorial is almost working for me

#

I have, admittedly, a lot more than four materials to bake into a single atlas, and I am getting some awesome results with the packmaster add-on alongside this tutorial. My only problem is that a lot of textures wind up black after the bake, and it doesn't all bake into one image, it just modifies the existing images with the new uv mapping.

#

I feel like I'm missing a step even if I replicate all of Franada's actions.

#

While I'm here, I should ask if there's a limit to texture resolutions?

crisp willow
#

Gonna try without packmaster, see what happens.

calm spade
#

You should be aiming for a 4K atlas

#

maybe two if you really need it, but doubtful unless you're going for very high detail

#

Also make sure to merge your meshes

crisp willow
#

I can have one of those?

#

I literally just successfully baked a 2k atlas after a bunch of trial and error and blender stackexchange answers *cough ahem*

#

Siiick

calm spade
#

Yeah 4K is fine

#

Never ever 8K though

crisp willow
#

No-ted

#

Packmaster so good. Thanks for reccomending it, @unreal plover

#

G'morning

#

Alrighty, @calm spade when I baked, some of the textures baked to the new atlas, some of them modified the original texture. Is there a common cause for that?

#

Something, something Circular Dependency?

calm spade
#

I'm pretty sure franada's tutorial goes over that step ? Are they assigned to the same material, are they all merged and do they share the same UVMap ?

crisp willow
#

I suppose I can't DM you the materials

proper grail
#

and by last selected I mean in each material

#

lastest one that was clicked

crisp willow
#

So I would need to create a new material specifically for the atlas?

proper grail
#

nah Needs an target image texture in each material for bake to go to

crisp willow
#

I'm gonna be honest- I didn't quite understand your advice, so I tried what I gathered from it and got a different result, but it's still an incomplete atlas.

#

How can I set the target image?

proper grail
#

Its the last texture image node selected in each material

#

aaaaaa that sentence is 80% jargon

crisp willow
#

I'm jargon, honestly But I think I understand.

#

Let me give it another shot

proper grail
#

Yeah, just angrily arrow key down through the list of materials and make sure they all have the correct image texture highlighted

crisp willow
#

I'm only angry when my work night is wasted. As long as I get my result before I sleep, we stay Super Chill

proper grail
#

AH youre 96% of the way there, no worries!

crisp willow
#

Then I need my visemes, and a quick process through Unity, and woohoo

#

Probably won't get that done tonight.

#

Gyahhh

#

Almost had it

proper grail
#

ha, blender things.. dont be afraid to restart blender after certain errors like circular dependency we overwritten your texture youre welcome. It likes to use textures in memory and never update them to what they are

crisp willow
#

I think we got it

#

Mmmmnope forgot the outline

proper grail
#

One of these bakes will be perfect

crisp willow
#

Realizing that I didn't unwrap the eyes or the eyebrows made some weird artifacts at the bottom of the UVMap

#

Take

#

23

#

The outline is also causing a small issue as it serves as more of a makeshift shader than a texture.

#

Inverted Hull wooooo

#

So including it in the texture atlas is kinda pointless

proper grail
#

Now to move onto only atlasting things that will use the same texture or material. And separating opaque and transparent shaders

#

fun fun

crisp willow
#

My metallic gold is coming out black now

#

Other than that, the bake is good

proper grail
#

Yeah diffuse color, metallics and specular'd are black and only reflect the color they are perceived as. In short, set them to 0 in blender for baking diffuse color unless you have a shader that does metallic color

crisp willow
#

OKAY- Got the bake I wanted.

#

Went from 16 to 3 materials.

#

Outline, gold, and the texture atlas

#

Side bonus

#

The texture I used for the face was a mirrored texture, but at some point it baked as a full unwrap of the head. Now I can do some image editing and put in some nice little asymmetrical bits.

stray tangle
#

stacked UV's bad

#

good for UV space, bad for creativity

#

not sure why a lot of models go for mirrored stuff

neon token
#

I mean, it’s an easy doubling of texture size
if you want some asymmetric portions you could only mirror some parts and keep the rest separate

solid smelt
#

If something is symmetrical then you should stack the UVs, can always unstack later if you want to change something but your design should be final by the time you're baking

raven badge
#

Does VRChat allow the line renderer component? I want to make a simple laser beam that's cheaper performance-wise than using a particle system.

dry egret
#

I have an avatar with 93 materials on it, why does my friend keep saying that’s bad. They won’t give me a reason, it’s my first avatar but why does it matter?

crisp willow
#

In short, each material you use needs to be rendered by every other person sharing a world with you. That can be an issue because not everyone's systems are created equally.

#

The more materials, the worse it gets

buoyant holly
#

also if there's any real-time like basically it's twice as worse

#

and you do not need 93 materials ever on a avatar as that would potentially be Overkill even for a vrchat map

minor charm
#

I'm pretty new at avatar creation, I followed some tutorials and got an avatar running, it has one mesh, one material, what I want are eyebrows that show up through the hair, can I do that with a single mesh? is this the right chat to be asking for help? I don't know what the best way to do this is, my plan is to make a second mesh and material, and just weight paint it together

floral oxide
#

@minor charm If they are a separate mesh and not just drawn on the face, you can do that with a single mesh, just literally move it forward pass the hair in Blender. But if you intend to make the hair move like with Dynamic Bones, then expect it to move in front of the eyebrows unless you really sit there and add in colliders for that. The overall work for it is relatively simple and a bit more than normal but easy to accomplish if you really want it that bad. No need for a second material and mesh.

minor charm
unreal plover
#

You can use backface culling so it doesn't draw when you view the brows from behind :P

heady smelt
#

i'm scared to mess with this "custom shader keywords" stuff. if i upload an avatar it wont break if i use it right?

#

using the unity toon chan shader

stray tangle
#

should be fine

floral oxide
last radish
#

Do Dynamic Bones cancel out Rotation Constraints when placed on the same bone/object? Both work when run in Editor (and with the SDK3 emulator) but in-game only Dynamic Bones work.

stray tangle
quaint venture
#

Is it more optimized to have an atlas for each material or one atlas that all materials use?

calm spade
#

the point of an atlas is to only have one material

#

If you have multiple materials you aren't making an atlas

#

or you might be, but that's against the point of an atlas

amber hemlock
last radish
#

@amber hemlock Sadly it seems Dynamic Bones cancels out Constraints regardless of order. @stray tangle I put the rotation constraint on the parent with DB on child. Now the mesh gets rendered twice! One for just the Constraint and another for DB with Constraint! Buggy! The same happens when the DB is toggled off directly with an animation key. More insanity: When toggled off with an animation key, DB is still working when viewed from a mirror and off from first person.

solid smelt
last radish
quaint venture
# calm spade If you have multiple materials you aren't making an atlas

The point of an atlas is to reduce materials. I have like 30 materials unatlased. I need to use one slot for top, one slot for bottom, one for eye shader, one for fur shader and one slot for the head and jacket for a total of 5. I need them to be seperate materials for my toggles, which uses the dissolve shader in poiyomi to take clothes off with individual toggles. I'm already green stat with all my toggles, was just wondering if there was a best practice. My question is the material that is for the head and jacket can either be using the same atlas as the rest or using one just for it as there is no overlap. Is it better to have them as one image or two? I think 2 is better but not sure.

#

Eventually I'll move to one material slot that switches between 8 different materials for every combination of toggles but that's awhile off

floral oxide
# quaint venture The point of an atlas is to reduce materials. I have like 30 materials unatlased...

So what I've learned is that if you make a material for different shaders. This is far more the efficient way. For example if the head and jacket both share the same image, then you only need 1 material using that image for both of them. Even when you toggle them on and off it's still going to be there and you can still overlap it with some types of animations. Now let's say your eyeball uses the same image as the head and jacket, but you want a poiyomi sparkle shader on it when the head and jacket use a standard shader already, now it's a separate material on it's own that uses the same image. So now you're up 2 materials but 1 texture. Toggling clothing will unfortunately count as separate meshes. so you'll up your material count for every separated object. You can counter this by creating a Shape Key in blender to shrink the clothing. This will still give you the option to toggle clothing and still be considered 1 mesh. But you can't avoid it if you intend to use multiple types of shaders.

quaint venture
#

Doing it the shapekey way is less optimized and more of a pain in the ass

floral oxide
quaint venture
#

That's fine for things that don't deform, but for like skin you need the skin to fit into the clothes without clipping but still the same vague area or you will see your skin become weird claws around your arms if you just shrink it down

floral oxide
# quaint venture That's fine for things that don't deform, but for like skin you need the skin to...

That's understandable and I'm with you on that. I'm just letting you know what I do and also what others tend to do. I do the same thing you're doing so you're good. One thing I do differently though is I will cut up the body to hide certain parts of it to prevent any possible clipping. Like if the jacket covers a majority of the body, I will clip the body in the areas it covers in case the avatar will bend in a way that will come out out of the jacket. This is just my preference as I dont not care sometimes how many meshes i use. I will separate meshes for the sake of toggling.

quaint venture
floral oxide
quaint venture
floral oxide
quaint venture
#

Oh wow

floral oxide
#

was less than 1000 if remember correctly. not that much

quaint venture
#

Damn

#

I guess being minecraft it took less to make it look good but still, I'm impressed

#

It was a struggle getting to 10k for me

floral oxide
#

it's a shame because I can run over a million polys with the Quest 2 and be fine with it , so being limited to now 20k is a bit ridiculous but i dont make the rules lol

quaint venture
#

I wish the fallback avatars could be 20k

#

Would make it look a lot better

#

Without the under skin and jacket I'm already at 36k, so doesn't take much to get it to 20k

floral oxide
#

yeah the fallback avatars are kind of weird, havent dived into them yet.

#

im assuming decimating it just makes it look like a PS1 character right ?

quaint venture
#

I had to remove a lot of details and then do targeted decimation so it still looks good, just less good

floral oxide
#

rip my guy, hopefully they realize the better potential quest has and bumps it up some more

quaint venture
#

Imagine if the limit was 40k that would be rad af

calm spade
#

We already just doubled the limit

#

But if you have two materials using the same atlas texture, you're doing it wrong

floral oxide
quaint venture
calm spade
#

Also additive wasn't even meant to be used outside of particles KonCry

floral oxide
# calm spade You can't, that's why you have two different atlases of smaller size

That's what I'm more curious about. Like If were to use something else as an example, like i want the jacket to be a standard cutout but i want the eyes or something to be a matcap. How would I do that as a single material? Because from my understanding, i can't use multiple types of shaders without having to create more materials. Im forced to use a matcap separate from a standard cutout.

#

Because I would love to Atlas the entire model and then use specific sections as materials or something but still be counted as 1 material for the 1 atlas texture. That would be great.

quaint venture
#

So like my skin previously had its own shader because it made it more pink, so I edited the texture to be more pibk

floral oxide
# quaint venture Something I did was just make a generic material and then manually edit the text...

Yeah that's what I more or less want, I have no problem editting the textures and UV Mapping them in Blender. The problem I come across is that for Quest purposes if I want to use different types of shaders, even atlasing at it's best can only get me so far. Since PC gets 32 materials before it's considered poor where Quest only gets 4. That's not much to work with. 4 is what I can get if I optimized it into 1 texture and then 1 fancy texture like matcap, i could toggle it to change my outfit like once or twice to max it out to 4 and still be considered Poor. Or if i want to add props, i have to make sure i can fit that on my avatar ATLAS otherwise a sword would be enough to count as an additional material slot.

calm spade
quaint venture
#

The material slot limit is how many slots you use not how many materials you use, you can have 50 outfits as long as they have the same shape and you're just changing the appearance

floral oxide
calm spade
#

Not even the same shape since you can offset UVs with animations as well

quaint venture
#

Is there a good guide for that? I haven't heard of it before

calm spade
#

Quest is a mobile platform, and sadly any increase of what people can do results in lower performance for everyone, it's not a choice sadly

calm spade
quaint venture
#

Interesting

floral oxide
# calm spade Quest is a mobile platform, and sadly any increase of what people can do results...

Not even additional safety functions for Quest? like if any avatar walks around with more than X amount of Poly , X amount of material , X amount of whatever, set to hide and block the avatar? with that it's at least optional to change capabilities for different performances. Me being a Quest player from the start, i can say that Quest 1 definitely falls in the realm of needing to be limited to the current standards. But Quest 2 is more than capable of running higher standards. Not to what PC can do but somewhere in the middle.

floral oxide
calm spade
#

Quest 2 is a lot more powerful, but the Quest 1 gets the same content, and the behavior for most is to show all avatars around, so gradual changes may happen if we find ways to solve those issues for users

quaint venture
#

What about changing the fallback system to allow poor? That would double the limit making it a lot easier for people to have a backup that isn't a default avatar

calm spade
#

The double in poly for very poor limit was a step in that direction, but it didn't really affect the 300k poly avatars running around

#

Fallback is supposed to be a quest optimized version of the model you're wearing, poor territory is already too far down the real of not quest compatible

#

Generally people need to stop treating Quest as a PC equivalent

#

It's a mobile headset, on mobile hardware

#

Air link changes that for a lot of people though

normal nova
#

I spend all this time making a bake system and people wanna use 8 materials on cell phone hardware |D

quaint venture
#

The only limit that was annoying is the poly limit, I'm fine with the other limits

#

Just a few more thousand would be so nice

#

I'm fine with 1 mesh 1 material

calm spade
#

I personally really dislike the avatars with 16 different clothing types in one, it bloats file size, it is considered very poor by the perf system meaning i have to manually show people who tell me that's what they're using

#

20000 for the quest is already VERY generous

quaint venture
#

It's 10k for fallback, 20k would be amazing

floral oxide
calm spade
#

"fine" is very debatable

quaint venture
#

Godfall avatars are evil. You don't need 590k polys haha

calm spade
#

When we did perf test, on quest 1, a single 300k very poor public avatar dropped me 20fps

normal nova
#

I've been eyeing a way to create props with scalable bones, which shouldn't make it more expensive like shape keys would

calm spade
#

The 2 does better, but it's generally not just poly, it's the materials, the particles

normal nova
#

I can't profile anytning though :v

calm spade
#

Constant mesh skinning cuuursebick

floral oxide
quaint venture
calm spade
#

multiply that by 30

floral oxide
#

Trails will eat your performance up its bad bad

calm spade
#

now you've got a public instance

floral oxide
#

For Quest the average is 8 players

quaint venture
#

I'm arguing for fallback avatars I'm unaffected by normal ones haha

normal nova
calm spade
#

Sadly the first player experience on quest is large populated instances

floral oxide
#

going into a 30 player room all together does damper a Quest for sure even if everything was optimized, that I know for sure. But the average quest player is used to 8 because I guess when you make worlds, thats the default number no one changes for some reason

quaint venture
#

I agree 300k is way too much but I think 10k is too low. 20k would be nice and 40k would be godtier

calm spade
#

fallback is the same, they're meant to solve the issue of perf, doesn't work if we increase its limit

normal nova
#

I mean, if you CAN have a ton of people in one room, you should want that capability right? Over having one guy in a corner with an extremely subdivided sphere for a head

#

7.5k is plenty for most avatars if you do normal baking btw!

floral oxide
calm spade
#

We can't make choices based on what the analytics say the average is, because there could be as many people in 3 people instance as people in 20

#

If we increase it for the people who hang out with a few friends in a public instance, it's also for the new player joining a big black cat instance for the first time

quaint venture
#

Were there performance tests done against high poly but only 1 material and mesh? If not I don't think it's a fair test to set the poly limits against it. Maybe it would actually make sense to make the requirements something like poly count times material count

#

Isn't that the draw coubt?

calm spade
#

material and meshes suffer the same problem, it's drawcalls all the way down

normal nova
#

They affect different bottlenecks

calm spade
#

you have a mobile gpu, and a mobile cpu

#

whichever gives up first

quaint venture
#

Poly Count times mesh count times average material count?

floral oxide
# calm spade We can't make choices based on what the analytics say the average is, because th...

Make sense but if they joined a large lobby that can hold 20-30 people. But usually when a Quest player enters that they end up leaving of course do to performance. So the environment most of them experience is usually an 8 player lobby. a bit more if they do that Friends+ thing usually up to about 12. In a black cat, they'll hover around a 15 player lobby. Testing a 30 player lobby is a bit extreme for a Quest and isn't the average nor is it the most common scenario in their experience playing.

calm spade
#

We test things that are reliable and consistent anyway, so it's easy to tell what changed, visually and per the analytics

#

Things are much better now than they were

quaint venture
#

I think the taking down public worlds with the terrible very poor avatars is the correct path, killing the ceiling. I just feel like the floor is too low.

calm spade
#

Doesn't mean we get to be complacent and forget that the quest 1 is a thing

#

If the quest 1 were to be deprecated though zucc

floral oxide
calm spade
#

The floor is low on purpose, because that's what people should aim for and learn to make content for, a mobile platform

quaint venture
#

That's fair I suppose

buoyant holly
#

and I said that's just a good skill set to learn in general how to make good avatars with a small budget

floral oxide
# calm spade The floor is low on purpose, because that's what people should aim for and learn...

I'm all for learning ways to optimize and make avatars as small they can be, it's been quite a journey at best and I'd like to say that it's helped out a lot because I'm able to teach people how to optimize their avatars as much as possible. Again with what I told Moderated, I used to have a Quest avatar that very well worked nicely that both Quest and PC players can see and it used a lot of specs that was considered very poor or things that no longer are available for Quest. But even at the time of it's creation, the avatar performed well without reducing really any performance in a Quest 1. This proves to me that the majority of the problem does lay with the Poly count. But does transparency for Quest really have to suffer that? As well as Audio?

buoyant holly
#

the documentation for all of the game engines mentions transparency is expensive for mobile Hardware

floral oxide
#

It mentions it yes, but playing it first hand and bench testing it show the results say otherwise.

#

But we're relying on documentation that never considered the Quest 2 in mind.

buoyant holly
#

a quest 2 still has the same rendering characteristics as any other Android phone

floral oxide
#

Right again, the documentation says that. But the performance says otherwise. I'm willing to give my avatar to guys just to show you that it's possible , it works, despite the documenation. It's outdated with what's now new information. Sure it's mobile but guess what? this mobile device called the Quest 2 is pretty powerful. I have yet to see another mobile device that rivals it.

#

It's no different than if a Quest 3 were to come out and out perform the Index or Vive but yet you will still say "the documentation says its mobile so its too expensive for us to have it on Quest" but it still performs better. When will the line be crossed for this?

buoyant holly
#

question have you done your performance tests where there would be lots of overdraw generated because a single Avatar in a black void isn't a terribly useful test

calm spade
#

I think Oculus benchmarks are more reliable than random users one off tests teehee

#

On top of that you're not taking IK and voice into account

#
  • nameplate
#

and visemes

floral oxide
#

Do you guys even own a Quest 2? Have you guys ever tried one? Not a Quest 1. But a 2.

calm spade
#

I own three, so yes

buoyant holly
#

yes the development team has Quest 2

calm spade
#

You're not the first to go and say "but i tested and it ran fine" over the past two years, people were saying that on the quest 1 too, but analytics have always proven everyone wrong

floral oxide
#

No Quest 1 was bad

#

i can say that for sure

#

from the day i got it

#

to the day i canned it

#

But the Quest 2, although not perfect is much better than a 1.

calm spade
#

Yes, and much much worse than a pc

buoyant holly
#

probably buy a literal order of magnitude

calm spade
floral oxide
#

that's true, because it is indeed a mobile, its running everything on its own like a PC, but only vouching and fighting for the current limitations to just be raised a bit. Nothing to match the PC.

#

like materials from 4 to 8

buoyant holly
calm spade
#

We raised the limits a few months ago CryingWeeb

floral oxide
buoyant holly
#

and also given the limited Shader set you don't need 8

calm spade
#

You don't need 8 materials on quest for anything

buoyant holly
calm spade
#

You shouldn't have multiple outfits on a quest avatar to begin with

floral oxide
#

The example was just that though.

buoyant holly
calm spade
#

Sure it all comes down to knowledge on how to do better, that's what i'm arguing for

#

Learning how to make better avatars for a specific platform > VRChat raising the limits and making it worse across the board

buoyant holly
#

especially if kind of funny considering everybody is Anime avatars which are style that handle very well on mobile content limitations

floral oxide
#

So despite being able to run better than the Quest 1 and with the limitations given, Quest will always remain in the lower budget standards? Even if it were to one day out perform a known PC headset like the Vive or Index ?

#

If it gets to the point where it can outperfom an OLD index, a PC headset. Then shouldn't it be given thought that it can have even just slightly better standards?

buoyant holly
floral oxide
floral oxide
#

which is capable of running the PC current specs

#

if it beats that, it's still not allowed to have better limitations?

#

that's the issue with what im talking about, it can get to a point to where it easily handles more than 200k polys

#

but you will still keep it at the low 20k

quaint venture
#

Slipperslope go brrrr

buoyant holly
quaint venture
#

What if the quest 3 can time travel tho did you think of that

floral oxide
buoyant holly
#

I sincerely doubt a quest 3 can power match a GTX 1070

calm spade
#

They rely on existing mobile hardware

buoyant holly
#

considering a PC graphics card is the same size as a VR headset

floral oxide
#

that includes the hardware

quaint venture
#

And you can have this debate then, no point in making changes based off what ifs

buoyant holly
#

and even with a quest 3 the transparency is probably not going to change because the Baseline Android rendering stuff that makes transparency a bad idea wouldn't change

quaint venture
#

I dont see a reason why a quest avatar would have more than 2 materials, you don't have enough polys to do toggles in a normal anime avatar which is 99% of them

#

And no fancy shader either

#

Honestly more than 1 is unnecessary 90% of the time

buoyant holly
#

and given the way anime Hair Works you don't need transparency for that

quaint venture
#

Only reason I want a higher poly limit is to not have to do as much work decimating and removing details, the material limit makes sense to me as is

buoyant holly
#

heck even on PC you could could probably cut down on the amount of materials with proper mask textures

calm spade
#

Removing detail is necessary, it's a mobile platform

floral oxide
#

The transparency isn't really for the hair. It's for things like clothing designs or even particles. Nothing crazy.

buoyant holly
#

you don't need to see individual belt holes as geometry

calm spade
#

transparency is crazy

buoyant holly
quaint venture
#

Does quest allow cut out transparency? (As in on or off, no blending)?

floral oxide
buoyant holly
quaint venture
#

Ah

buoyant holly
floral oxide
buoyant holly
#

not anytime soon because of the way the Android renderer works

floral oxide
#

the idea is crazy to me seeing that I've never seen anyone crash because of a transparency issue. It's always been related to an overload of particles , meshes , materials, crashers , custom shaders

buoyant holly
#

transparency is not likely to make a crash but it's likely to make bad performance

#

because of overdraw

floral oxide
#

Again, i cant tell you the number of times ive seen someone drop 300 particles and crash me, but a small minecraft chicken with some of the soul particle spritesheets never hurt me or anyone anyhow. even if its just 1 particle Quest gets rendered as very poor.

quaint venture
#

That should only cause issue if there's blending right? If its fully transparent there should be no issue, unless I misunderstood what you linked earlier

buoyant holly
#

even a cut-off Shader would have to worry about overdraw

quaint venture
#

Ah, rip.

floral oxide
#

not sure what to tell you, i've seen the transparency in numerous quantities, never did anyone bad in performance despite the documentation

buoyant holly
buoyant holly
floral oxide
#

okay but if someone comes up with new kind of information you just dismiss it ?

quaint venture
#

I use cut off on my pc one, dont see a point to partial transparency

buoyant holly
#

including probably making much more worst-case scenarios than you have

floral oxide
buoyant holly
#

like the people who have made Unity definitely know more than you do

floral oxide
#

im not going against them, i want the same thing they want and that is to find the best solutions for everyone

buoyant holly
#

yeah but you're trade-offs that has potentially worse performance for folks because people will make avatars with terrible transparencies that like overlap considerably

floral oxide
#

i still have yet to see anyone crash or drop in performance due to transparency

#

if anything

#

why not make it optional

buoyant holly
#

that's because they're not allowed on Quest

floral oxide
#

why not make it a safety setting

#

you do it with dynamic bones and particles

buoyant holly
#

PC has considerably different rendering characteristics and power level

floral oxide
#

that doesnt answer my question on why you can include a safety setting

buoyant holly
#

because you don't want the avatars look bad for most folks because they have their safety settings on

#

like I'm not turning on transparency for a random stranger if I was on Quest

floral oxide
#

the avatars already look bad for quest because of the limitations

buoyant holly
#

yeah but that's a different kind of bad seeing a transparent Avatar with the transparency turned off

floral oxide
#

what i wont do is turn on particles from a stranger which is more of the realistic problems

#

particles are an issue

#

trails are more of an issue than that

#

but transparency getting the bad wrap because its written in documentation that someone wrote most likely prior to the Quest 2.

buoyant holly
#

the vrchat team seems to disagree given that you've been told multiple times why they don't do transparency

buoyant holly
proper grail
#

Quest 1 does not have hardware depth testing, no transparency without overheating. 13.7 ms is not a lot of time given mobile hardware. Everybody has to be comfortable, not just people with newer hardware.

floral oxide
#

it literally gives you that option

#

so it works for both old and newer hardware

#

if you dont want to turn on transparency then fine be my guest

#

but if i want it, why stop me

buoyant holly
#

have you checked to see if the quest 2 has any hardware depth testing

normal nova
#

you've been talking about this for days...

buoyant holly
#

because if it doesn't it it's in the same problem ballpark as the quest 1

#

yeah I'm not quite sure why it's keep going cuz they're in the dev team have told you no ! ! Status

floral oxide
#

I can get back to you on that if you'd like, i'm not gonna randomly say yes and not know. again im just speaking from what im experiencing right? you tell me i cant handle transparency, but i go out in vrchat and play seeing it with no problem. you tell me 20k is generous but i go out and see over 800k just fine. i guess i'll just assume my experience is a lie because the books say so.

buoyant holly
#

you literally cannot get any data if you're playing on the PC version

proper grail
#

And with the standalone quest its not even the VRC team that makes the rules, if your game cant run at >72 fps at all times (reasonable times when it comes to vrc, given that its a upload your own content social game) than its not allowed on the oculus platform

buoyant holly
#

so it's going to have to deal with the quest 1 Hardware restrictions until Facebook literally stops allowing the quest-1 to run vrchat which is probably not anytime soon

tired hearth
#

I'm looking for combine skinned mesh, so I check this video

#

But if my avatar want some toggle emote(swords, bats, guns, etc), is it possible to make animation with joined mesh?

sick timber
# tired hearth But if my avatar want some toggle emote(swords, bats, guns, etc), is it possible...

Yes, you’ll need to use blendshapes/shapekeys/whatever you call them where one state (using state because you can use either, although I would recommend using the fully active state) is the object in the correct place, and the other state is it hidden inside the mesh. After you save, export, and import it to Unity, you can set up some animations that have the shapekeys enabled or disabled, then either set up some 3.0 stuff (idk how to do that) or assign the animation to the 2.0 slots.
This should probably work if set up correctly, but in Unity you will need to enable legacy blend shape normals or set the blend shape normals to import or there will be buggy lighting, and a significantly larger upload size.

heady smelt
languid quartz
heady smelt
#

thanks, definitely gonna look into this then

mild hemlock
#

Hey, is there anyone that can make me an emo goth girl? If not its fine :]

candid onyx
#

Okay so im having this issue. Somehow I got a material atlas that came out to be 65536x16384 pixels, and its 90% empty space. This image is so large I cant even import it into unity properly, and so it wont work. The problem is if I crop the image, the UVs get messed up. What do I do?

lunar kraken
#

Not sure if I ask here or not

#

I need help putting my pc avatar into quest

#

Idk how to do that stuff and a friend of mine who helped me with my avatar before really busy with stuff irl, so he csnt help me

#

If you're able to, pm me ok :3

unreal plover
#

Make sure when using CATs to generate atlasses, to make sure your input textures/UVs don't have any extra space around them that could be trimmed

lone tiger
#

Also don't use CATS built-in MatCombiner, use the one that is located in its own tab, which allows you to set size of gaps between images to 0.

quaint venture
#

Also if your textures themselves have a bunch of empty space this wont remove it

#

Now on to my question is there any world where I can see my avatar rendered like 1000 times so I can compare performance between different techniques?

proper grail
#

Theres a map called The Dodecahedron that has 12 mirrors all facing eachother, good multiply my avatar world

quaint venture
proper grail
#

Mmm its more about getting as many draw calls as you can. Mirrors and realtime lighting are multiplicative with the amount of materials so thats the low hanging fruit

#

Resolution will just stress how many cores your gpu has

quaint venture
#

I want to test the difference between 4 materials and 2, because 2 is way more annoying to do. I've got like 10 animations and 5 materials to handle 3 toggles in one material slot

proper grail
#

Whats best and what the "worst case" avatar rating fall away from eachother in these odd cases

quaint venture
#

Oh it's already green stat I'm just pushing it to the extreme

quaint venture
#

Just reread one of the articles, there's something built into unity for performance testing will try that

unreal plover
#

Just duplicate your avatar 40 times and use the Unity Profiler

white turret
#

Looking for someone who if i send u my vr chat model can change it to a quest + pc model rn its just a pc model and i cant use it what so ever on my quest i can pay any amount needed^^

normal herald
#

does anybody know how to fix the CATS atlas from totally fvcking up the models textures? like black turns to white and the model suddenly got red eyes instead of blue

amber hemlock
delicate cloud
#

Ive noticed most of the avatars i have been uploading to vr has had eyelids go past the blinking point i set in cats blender. Tried fixing it, set the value to from 1 to 0.5 as the blinking value is too large, pressed stop testing and fix afterwards, then upload, but the values get reset back once Ive uploaded it through unity to vrchat

quaint venture
normal nova
#

You can also try Bake if material combiner(s) have issues

quaint venture
#

Is it more optimized to use multiple images or multiple uv maps?

buoyant holly
#

depends what are you trying to do

quaint venture
#

Toggle clothing

#

Currently i have versions of the atlas with parts cut out

#

an alternative is having one version of the atlas with multiple uv maps with various parts shrunk down into the transparent parts

buoyant holly
buoyant holly
#

yes as it still needs to process all of the transparent triangles

opal stirrup
#

Any tips on trying to optimize a little over 300k tris? 😅

calm spade
#

What kind of meshes ?

opal stirrup
#

Really, it's for the whole model and the different clothings. I'm thinking I probably can't bring this down to less or equal to 70k.

#

The body itself with no clothing has...

#

74262 tris vrcStoic

#

Time to go cry and be a Very Poor user vrcLaughing

calm spade
#

Why is it that high on its own ?

opal stirrup
#

No idea, I'm terrible (and new) at this stuff. 😛

#

I'm thinking I could probably decimate some of it

#

Decimating is odd

#

It's not my model by the way, that's why I don't know 😋

calm spade
#

Decimation is really not suggested

#

Dissolving edge loops is much better and a lot less destructive

opal stirrup
#

Sounds fancy. Time to find out how to do that

#

I'd like to not ruin my model while optimizing it haha 😋

#

Oooooh, I know how to do that, I think.

buoyant holly
#

just make sure you don't accidentally dissolve the edges required for the UV to work

opal stirrup
#

I'm doing it, wish me luck

opal stirrup
#

I managed to remove 22201 tris on the body, there's still work to be done though. I don't think it's possible to go from over 300k (for the whole thing with the clothing variations) to 70k though 😋

buoyant holly
#

that's like a whole Avatar you remove so that's a good start

opal stirrup
#

It would probably be best to have different avatars with the different clothings instead of having everything on one

#

And that way, achieving 70k might be possible

buoyant holly
#

yeah that way you're not unnecessarily filling up vram

opal stirrup
#

I feel so out of my paygrade here vrcBlush Learning everything on the spot

buoyant holly
#

it's okay everybody has to start from somewhere

normal nova
#

Decimation is fine, most of the stuff in vrc lacks clean topology

heady smelt
#

so while the clearest answer is "neither" which is better:

#

1 8k texture
or 2 4k textures?

#

i am manually atlasing something and don't expect to go near that high cause i dont have or need to, but im wondering which would be better

buoyant holly
#

seeing if you could make your atlases better packed

#

but do not do the 8k texture that'll give everyone a bad time

heady smelt
#

alright, good, thats what i was assumin

buoyant holly
#

but yeah see if you can get it any smaller so you only need like one to 4K or less

unreal plover
#

Also if you don't need the transparency, make sure the texture is set as RGB and not RGBA. Saves some memory and helps reduce download size :P

heady smelt
#

yeah, i think i can get away with just a 4k texture, thats what im hoping
theres 5 textures in total, 3 are 2048, one is 1024, and the other is 4096

#

fortunately the 1024 one could literally be 1x1 and it doesnt matter lol

opal stirrup
#

Oh I just realized my avatar's accessories (jewelry, belly button piercing) add a little over 30000 tris by themselves. Oof.

amber hemlock
#

I’ve seen perfect coplanar triangles have subdivisions.

#

If only there was an easier way to draw triangle in 3D

proper grail
#

I do love me some single vertex group 120k tri 25 face brilliant cut diamonds

worn vault
#

Question, what’s the recommended scale for an avatar

proper grail
#

In unity? Mess with the fbx import size to get it to whatcha want. Recommended in scene is 1:1:1 for animation humanoid retargeting purposes

opal stirrup
unreal plover
#

Fishnets should be done via texture/bumpmapping

#

Really easy if you have a shader that has access to detail mapping and masks

opal stirrup
#

I don't know how to do that 😦

#

YET

rancid basalt
#

So.... I need help with my model scale in unity because it ends up being giant

onyx harness
rancid basalt
#

Oh I see

#

So create a cube and go from there?

onyx harness
#

I do. I can't post an image here but I'll drop some settings in #avatar-help for a cube I use to measure 6 foot

dark dragon
#

Just a quick question, is there any noticeable quality loss from crunch compressing textures? say if i were to turn it up to the maximum to save as much space on the textures as possible

calm spade
#

100 is the least amount of compression

#

and no, you won't see a difference

#

i suggest not doing it on normal maps however, but downscale them instead

dark dragon
#

I mean at max compression (0), if theres no diffrence though then thats good

calm spade
#

You could see some noticeable change, but that's the price, 50% compression is usually a very good middle ground

tough warren
#

it's also really dumb considering the actual resolution of the screens it will be rendered on.

regal glen
#

Are Quest avatars REQUIRED to be under 20k polys? It says it doesnt meet minimum requirements but I've uploaded several quest avatars with 30k polys before

#

My avatar atm has 39k

#

the only thing that isnt considered excellent quality is the poly count and 3 materials instead of 1

lone tiger
regal glen
#

😔

amber hemlock
#

Only force show avatars on people you trust to not change into a lag bomb

scenic sierra
#

If I edit the mesh of my character to have less polygons, then I replace it in unity, does the rig stay in some way?

#

because you used to be able to do this with MantisLOD but it's not free anymore

stray tangle
potent mirage
#

is 'load in background' a good thing to check on audio import settings? 🤔 the way its described when i look it up sounds like it might reduce avatar loading slowdown but im not sure if i understand it right

scenic sierra
#

is there a free alternative to Mantis LOD?

lone tiger
#

You can't have LOD levels on avatars

scenic sierra
#

Mantis LOD could straight up just simplify the model and keep it that way

leaden hamlet
#

why not just.. do it with blender. tons more control

scenic sierra
#

fine

amber hemlock
heady smelt
scenic sierra
#

ok so

#

I have a "this avatar has mipmapped textures without 'streaming mip maps' enabled" warning on the builder tab when trying to build my model for Oculus Quest devices

#

problem is, when I go activate it, every fucking option in the tab just straight up disappears

#

when I uncheck it, it comes back, with the error still there

#

what the fuck do I do

#

It's on a texture I imported on the project because there's no transparency rendering in Oculus Quest apparently so I made a replacement

scenic sierra
#

the exact same thing happens

#

it just does what I do manually, check the stream mip maps thing

#

man how I wished I could upload a video of this now

#

do I need a different Unity version?

#

I exported the pc version of the model just fine

#

turns out if I delete that texture itself, it still becomes blank

#

it's like it won't allow me build it once I've fixed everything, but it will still show me the errors that need fixing

#

I just wasted an entire afternoon!

stray tangle
#

@scenic sierra what unity version are you using?

scenic sierra
#

2018.4.20f1 Personal

stray tangle
#

good

scenic sierra
#

the one VRchat recommends, I used, and I exported with yes

stray tangle
#

not just recommends, absolutely required or it will not show up in game

#

check the unity console for any errors

#

shortcut is ctrl + shift + c

scenic sierra
#

there is indeed one error

#

"MissingComponentException: There is no 'Animator' attached to the "decimatedglorkon2" game object, but a script is trying to access it.
You probably need to add a Animator to the game object "decimatedglorkon2". Or your script needs to check if the component is attached before using it."

#

don't really know how to fix that

#

yep it was thad

#

I had to add the animator

#

fuck me

#

unity crashed when building it

#

I hate this

#

nevermind it worked on the second try lol

amber hemlock
#

Blender and Unity can be confusing before you understand their language but it gets easier with experience. It may not be intuitive, but it’s consistent.

#

It can only go wrong in so many ways before you’ve seen it all

sick pelican
#

Hey quick question out of curiosity:
For avatar toggles in general, is it more optimized to have separate meshes that are toggled, or swapping the material of an object into an invisible shader? And with mesh toggles, is it better to toggle the object in general or just the mesh render component

buoyant holly
#

the invisible Shader would still have you processing the triangles so probably better just to turn off the mesh render

marble ledge
#

hey, on blender I have faces, tris, and verts. Which of these represent the number of polygons?

buoyant holly
#

faces but the triangle counted the number you should probably be paying attention to as all quads are just two triangles as far as the rendering is concerned

amber hemlock
#

That way you have one less mesh render. Especially if it was a skinned mesh render. Always take an extra material over making a separate skinned mesh render.

quaint venture
amber hemlock
#

So, use blender’s tri readout

marble ledge
#

Thanks!

blazing ingot
#

So what does Unity consider as additional material slots (while using Poiyomi)? There's the obvious ones that are made in Blender for example, but there is often additional ones reported in the VRC SDK panel.

stray tangle
#

if you are using the same material on two different meshes, it still counts as 2.

#

since that is still two passes the GPU has to do

blazing ingot
#

Hm I can see how that could add up quick

onyx harness
proper grail
#

Oh, with my experience the trail module is added automatically and breaks the particle system when removed

proper grail
#

Stops existing. But if youve had luck with getting a particle system down to 1 material I believe you

onyx harness
#

99% of the time I'm using particle systems for triggering logic. Renderer disabled and whatnot so I can't be sure from a visual standpoint.

grizzled compass
#

do the faces or the tris count for character optimization?

lone tiger
#

tris

grizzled compass
#

does poor still get shown without getting perf blocked?

lone tiger
#

On Quest by default no, but you can optionally show all Poor rated avatars. On PC tris count only limits you to Good (max 32k) or Very Poor (max 70k) rating.

grizzled compass
#

I'm making a character on quest, and poor limits seems to be at 20000 tris

#

guess i gotta aim for poor, because getting this model low is tricky

frank silo
#

Okay so i dont like double posting but im finding similar discussion here so maybe i shoudl ask here instead of #avatars-mmd as people here have discussed this issue recently here.


I noticed this above suggestion #avatar-optimization message

Maybe this would help me with my issue im having as described here?: #avatars-mmd message

whats texture/material baking and how can i find resources about this?

stray tangle
#

@frank silo the number next to each material in the materialcombiner allows you to atlas materials with matching numbers together, while keeping those separate from those with different numbers

frank silo
#

strangely when i set three similar materials with a seperate layer number to test this it sitll combined it into one texture and didnt UV map some fo the pieces using the same texture source following the combining

#

im trying baking (instead?) hoping this works better than my tries at manual and materialcombiner atlassing

#

msaybe it did do what it suppsoed to but ..it ended up jsut deleting the uv map for the other ones rather than jsut keepign it as a seperate material

stray tangle
#

make sure all of your UV maps across all meshes have the same name

#

and make sure that all of your materials have textures, they cannot just be simple colors

frank silo
#

luckily all of my mats are textures. im importing an MMD so all the mats are MMDShaderDev which im guessing is the reason CATS bakign doesnt work.

#

thers a lot fo perameters that vary for the same texture source resultign in three similar materials that i cant combine but if 4 is the preferred limit, thsi suprisingly simple lookign character in terms of model compelxity..is gonna end up fairly unoptimised

heady smelt
#

can someone help me, when i upload my model to vr chat it makes it pc only, how do i make it all platforms

stray tangle
#

it's like expecting that by uploading your game to steam, it will magically appear on the apple App store

#

the only thing that makes it "cross platform" is that you upload both to the same avatar ID

#

to make the quest version, make a new project, and switch the build target to Android

heady smelt
stray tangle
#

"to vr and not pc" what...?

heady smelt
stray tangle
#

PC includes both desktop and PCVR

#

if you mean quest support then like I said, you need to upload another version of it made for quest

heady smelt
stray tangle
#

make a new project

#

switch the build target to Quest

#

import the VRChat SDK

#

then copy over the required files for your model

heady smelt
#

ok thanks

stray tangle
#

and switch over all of the materials to be using one of the shaders provided by the SDK under VRChat > Mobile

frank silo
stray tangle
#

that's the whole point

frank silo
#

:O

stray tangle
#

the quest is a much weaker piece of a hardware than a gaming PC

#

thus the avatar needs to be optimized to run better for it

#

but it technically does not even need to be the same model

#

there is also the "fallback" system

heady smelt
#

yea

stray tangle
#

that allows you to upload a good rated Quest avatar to show to quest users when your PC avatar is not quest compatible

frank silo
#

but would that mean the higher one woudl show for PC and then the quest build would show? i literally thought this was jsut a missing feature on vrchat

#

omg thats so awesome

buoyant holly
frank silo
#

mind blown. well now i reallly wanna get this working

#

woudl be awesome if vrchat implemented a LOD thats agnostic to paltform, that way a mdoel coudl have like 3-4 tiers isntead of jsut quest and desktop , but thats just a dream.

stray tangle
#

that would also be a ton more work

#

unless those LOD's could be generated on the fly

buoyant holly
#

and like no AAA Studio has figured out Auto LOD that of usable quality for avatars you're standing right next to

frank silo
#

maybe not LOD maybe more like jsut a setting that stic cks

buoyant holly
#

like typically they're Auto LOD systems are only used for avatars that are like half a football field away

frank silo
buoyant holly
#

also not sure how much help it would be would be most of the time as a lot of vrchat maps are too small for lod to be much help

frank silo
#

but rather than a distance-based LOD honestly jsuta static LOD selection, like game settings avatar quality set to highest woudl jsut be watever the user set as its highest, and if someones set to Draft, itll chose eveyrones quest avatar isntead. (repeat for levels between if they were to exist.)

buoyant holly
#

most folks don't even make Quest versions for their avatars so I don't think they would be inclined to make like 3 more of them

frank silo
#

in that case it jsut wouldnt render them like it does now, right?

#

it fallsback to default mannequin if someones on quest and thers no quest ava right?

buoyant holly
#

these days they typically see whatever someone's fallback Avatar is

#

so you're probably more likely to see one of the generic avatars from the Avatar menu if somebody is being lazy with their uploads

frank silo
#

well ididnt know that fallback existed until now lol so im sure all the avas i use jsut show up as the mannequin im guessing on quest

#

but once i figure out this texture atlassing shit maybe i can finally hav e awquest and desktop ava ;-;

#

is there a way ti poost n image in this channel?

#

trying to show an example of materials i cant merge without having issues, im not sure how to do this but it seems very unoptimal to ahve 3 materials and material combineer just makes the mesh turn white im some places after combining these mats

unreal plover
buoyant holly
#

yes but the way that works involves having the triangles be so small the auto LOD problems aren't noticeable

#

and it also currently doesn't work for skinned mesh renderers

heady smelt
#

we made a LOD systems on avatars back then when we were messing with particles stop action systems, it can be ported easily to avatar 3, you have full control on the range, even make your mesh render turn off entirely if players are X units from you... stuff like that... animate on distance from other players basically (local to them only)

onyx harness
#

I'm glad I'm not the only one who did this. PC players 15m away get the quest version.
There were others but listing everything would be a long read let alone typing it all.

amber hemlock
#

It’s hard enough getting people to make two versions of their avatars, there’s no way you’re going to get people to make four.

#

Even when you have quest support the trend is to just upload the quest version to PC, instead of making a higher quality version

heady smelt
#

😔 if only if something like run-time LOD was possible for VRChat

buoyant holly
#

nobody has really done usable of runtime LOD generation not even the AAA Studios on character models

calm spade
#

Even if you could have them generated ahead of time, i can't imagine what multiple LODs on dozens of fast moving skinned meshes would feel like

buoyant holly
#

constant pop in

calm spade
#

I meant in term of performance but yeah, visually it'd be super disruptive

normal nova
#

I mean... At a big distance my auto generated quest avatars would be basically indistinguishable

#

Even at a medium distance on Quest its hard to notice any difference from the original

#

I could even pack it so only the normal map and mesh change

#

I'm this close to writing a Unity plugin that literally just calls Bake and reimports it to the scene

calm spade
#

With every headset it'll become a lot more noticeable

#

The difference between Quest 1 and 2 is already drastic

#

But it's most likely the best option yeah

unreal plover
#

LOD isn't going to do much anyway when the worst offenders are materials and dynamic bones

amber hemlock
#

I thought the worst offender was texture size

buoyant holly
#

yeah but it's easier to squish texture size down automatically then reduce materials

proper grail
#

Texture size really only stresses gpu memory size and gpu memory speed. Causes a lil stuttering if either of those two are maxed out but they rarely are. I guess avatar download size too

unreal plover
#

4k RGBA mipmapped textures are only 90 MB each (uncompressed). Then again those who use 8K textures also don't really care about material slots and dynamic bone counts 🤷‍♀️

#

Tho with streaming mipmaps even multiple 4K (and 8K probably) textures shouldn't be an issue

calm spade
#

Mirror sitters sweat

amber hemlock
unreal plover
#

Mipmaps are basically lower resolution versions of your texture (which roughly increases download size by 33%). The streaming parts allows dynamically loading and unloading mipmaps according to distance and priority. So your 4K texture would only be using the 512x512 pixel version at a distance, saving VRAM

amber hemlock
#

I wish I could generate streaming mipmaps with nearest neighbor downscale so it’s the same as not having them

#

I hate that it blurs textures at a distance due to the interpolation from downscaling

unreal plover
#

If it's only flat color it might be better to have the different colored polygons on separate UV islands. Then you can get away with a non-mipmapped 32x32 texture 😂

#

Or vertex colors

amber hemlock
#

It’s got vector curve color boundaries but otherwise it’s flat color

#

To difficult to model it with topology, it would be too many triangles for quest

#

I’m already relying on not having mipmaps keeping the texture size down

unreal plover
#

Honestly I don't think it's worth trying to get it to look good with mip mapping. If you run out of VRAM there's probably something else taking up a majority of that

amber hemlock
#

My understanding was the main reason for mipmapping was to de-noise textures that would normally require multiple samples for an accurate reading when far away. By having smaller sizes you prevent static noise on high-detail textures when viewed from afar.

unreal plover
#

Yep, streaming mipmaps only allow you to reduce vram footprint on top of that

amber hemlock
#

So I disable it on textures when a single sample is good at any range

#

Wish I still had the benifit of smaller ram usage

unreal plover
#

with mipmaps textures are 33% larger on downloads :) so you're saving a bit there

normal nova
#

you aaabsolutely should have mipmapping

#

One area where you don't really think to look is shape keys: if you have every part of your model combined into one, the keys all multiply the size of the mesh

#

CATS Bake now splits every shapekey-affected tri into a second mesh while fixing the normals in place, so only they have the shapekey size multiplication. I've seen it reduces some uploads by a few MB

amber hemlock
#

Sometimes it looks better

#

Depends on the style of texture

#

If you use streaming mipmaps but don’t generate them it should be smart enough to make mipmaps using nearest neighbor downscale to still save on vram. But hey, it’s not my game engine

normal nova
#

Worse because of blur? You should probably use a non-box filter

amber hemlock
#

I’ll investigate

normal nova
#

(I'm of the opinion that Box should absolutely not be the default, hence why I outlined it on the Bake page x3)

amber hemlock
#

Yes I use textures with large flat color areas and sharp color transitions that mipmapping destroys

#

I suppose this box thing is what destroys it, I’ll check

#

Really I just need an option to not generate my smaller mipmaps using bilinear downsample

#

I’d prefer nearest neighbor downscale to keep the colors sharp

sick relic
#

I found recectly that mipmaping will look worse because of UV island can breed into another island if margin is too close. Currently I have an avatar with 4k atlas texture, and have to have 32px margin between island to look decent enough at far range.

heady smelt
#

to the more shader literate: how performance heavy is double sided shaders / culling off? my model doesn't have any flipped normals so i could easily have culling turned off, but is the performance increase noticeable enough to warrant it?

stray tangle
#

@heady smelt you render twice the amount of polys

buoyant holly
#

it's better just to duplicate some of the faces of the stuff where you want to see the backside then double sided shaders / culling off on the whole Avatar

unreal plover
#

I'd say it doesn't really matter if you're <70k

slate thunder
#

What is the best way to even start optimizing an avatar with almost 900k polygons and 64 material slots. I am at a total loss and not very skilled. It appears the reason is because there are a lot of clothing toggles and each asset is like 20-50k polys

#

I am doubting the answer is putting the fbx in blender and pressing decimate?

#

I bought this avi and I was like holy shit my avi has more polys than everyone else in this entire lobby

grave folio
#

@slate thunder do u try to create a texture atlas. When ur using the same shader on difrent materials, than combine them and make one out of it. This will not effect the mesh or the funktionality of it (toggles as an example) pls make shure to take a save point before

buoyant holly
#

out of curiosity what's the triangle count of the Avatar without any clothing

slate thunder
#

I haven't tried anything, my blender skills are pressing the the import model button and a + del to start a new scene

#

D:

#

I just bought an avi from a creator and it's just absolutely terrible but willing to pay for someone to help

#

@buoyant holly do you want me to just click the mesh of the body and hair and tell you the count?

#

it's a few separate items in the list

buoyant holly
#

yes so I know if it's case of unoptimized Avatar or just too much accessories

#

because those are two slightly different problems as you can just upload a version with only like one set of clothing

slate thunder
#

The body was like 32k polys i think? and the accessories were each like 30-60k

buoyant holly
#

how much was the hair

slate thunder
#

dang I cant post pics, well for exmaple the jacket is 53k polygons

grave folio
#

I bet it have much doubles too

slate thunder
#

there are several hair toggles let me look

#

let me look at the hair styles for you

#

I'd really like to preserve some of these assets, I really like them. I just don't see why they have so many polygons

#

Some others can be removed

#

legs = 1900 poly face = 3200 poly torso = 16200 poly foot = 3700 poly

grave folio
#

Most 3d files have double sidet poligons. U can start to remove these doubles, on all points where there aren't necessary.

#

These are the inside of ur model as an example. Pls exclude ur hair mesh from this process

calm spade
#

That's not how it works

#

It just means the mesh is disconnected

slate thunder
#

Would love to hire an optimization expert here for an hourly rate to teach me while we optimize it together

#

but like someone who actually knows what they're doing

buoyant holly
calm spade
buoyant holly
#

I would suggest like checking out a blender Basics tutorial so you know enough of the basic you are so folks could point you in the right direction

unreal plover
#

Might be easier to retopologise the the high poly assets

buoyant holly
#

could you take a screenshot of the wireframe of like the clothing to see how much of a mess it is @slate thunder

slate thunder
#

Let me open the fbx in blender

buoyant holly
#

because you might be able to just dissolve Edge Loops if it's proper topology just heavy

quaint venture
#

What size do you use for each texture before atlasing/what percentage do you fill with each part? Like I've got a face, upper clothes, lower clothes, upper skin, lower skin, hair. I had previously with less knowledge resized them, and I'm now going through and fixing them, but still not sure what size is recommended for each

slate thunder
#

like i am not dumb btw i am a computer scientist for a living lol, just no experience with 3d modeling. I only do programming

#

let me take a look

slate thunder
buoyant holly
#

go ahead

normal nova
#

@slate thunder if you don't wanna put in the effort Cats Bake can spit out both desktop and Quest versions, it might make the topology worse but it'll work

#

Its also just two button presses, can't go wrong

slate thunder
#

I'm quite the beginner but eagerly learning

fickle atlas
buoyant holly
slate thunder
#

Thank you!

#

I'll check out that video

supple cedar
slate thunder
slate thunder
#

From what I am reading an example of a draw call would be 4 materials = 4 draw calls.

Or in the case of this shitty avatar I bought, it has 64 material slots (the most I’ve ever seen in 2800 hours of VRChat) which is equal to 64 draw calls (how many objects are drawn to the screen)

#

With a caveat, small meshes using the same material and scale could potentially be batched using Unity’s Dynamic Batching

proper grail
#

Each mesh is a draw call, each material is a draw call, each material pass is a draw call (commonly fur shaders are multi pass) multiply that by how many times it has to be lit by light sources, multiply that by how many times its reflected.
Batchy no worky for skinned meshes.

#

a normal 4ghz within the past 6 years cpu can do like 600 draw calls on one thread before it starts to dip below 90 fps

slate thunder
#

Are you referring to the skinned mesh renderer

#

Or skinned mesh meaning it is a mesh that is weighted

lone tiger
slate thunder
#

That interesting I didn’t read that whole thing

#

And my main, or only use-case/interest at this time is modification of avatars.

#

Perhaps a small bit of sculpting of an existing avi if something is fucked but I have no desire to sculpt a body or pair of pants for example

#

I think unfucking this avatar with 900k polygons and 64 material slots that I bought would be an excellent learning opportunity

#

For example, a crown/tiara in this avi has about 1/10th the volume of the head, yet has 235k polygons…..? Why. I guess it’s just super unnecessarily detailed. I’ll have to take a look and see what I can do. It’s a bunch of small circular diamonds with multiple faces stitched together. Not quite sure how I can optimize that

#

I don’t think the easy hits like deleting edge loops in good spots is the answer here

stray tangle
#

is the lipsync on the rigged model done using bones or shape keys?

jovial ibex
#

Oh i thought i postet it in the rigging channel. sorry 😅

supple cedar
slate thunder
buoyant holly
#

yeah definitely give the cats baking tool a go

#

and it automatically duplicate the model so you don't have to worry about the original getting damaged

slate thunder
#

ok let me google it

supple cedar
#

This is the nice thing about optimization, everyone who knows about it is sick of the 300k polygon 30 material hot messes that keep lagging our PCs so there’s a STRONG incentive to freely share the knowledge

slate thunder
#

laughs in 900k polygon 64 material slot avi that I bought

#

*without knowing beforehand

onyx harness
slate thunder
#

Some of them logically turn things on and off, like pants to skirt

#

Others such as the tiara just put the tiara on the head

#

And putting on the pants turns off the legs

supple cedar
normal nova
#

Toggling with blendshapes is actually super bad

slate thunder
#

I wish I knew what that even meant

unreal plover
#

If you want it pc only you can do multiple toggles with 1 material with some shader magic

#

But honestly, just have multiple versions. It's easier to manage and avatar loading has been improved significantly

fickle atlas
fickle atlas
#

ah ok that makes sense

proper grail
#

Might as well give a nice limit. Say active (not 0) blendshapes on meshes with over 32000 tris is super bad, per.

bitter garnet
#

not sure if this is the place to ask but if I wanted to make my avatar compatible with both PC and Quest would I just have to open the old project and switch build target to android?

#

most of them are shitpost avatars, not very complex with bones and animations and etc

calm spade
#

The sdk will tell you how performant it is

bitter garnet
#

SDK2 and performance is poor, again, shitpost avatars I made quickly

#

there's nothing really to "break" if that's what you are hinting at

stray tangle
#

@bitter garnet performance restrictions for quest are much stricter

bitter garnet
#

true

#

most of the issues I get are polygons and size

stray tangle
#

"poor" for PC will most likely be over the limit for quest

bitter garnet
#

ah damn

quaint venture
#

Is there any downside to removing doubles outside of making l to select connected less useful?

calm spade
#

If those edges we re disconnected for a reason then you might make the shading worse

quaint venture
#

Thanks

jovial grail
#

You can keep the normals the same even after joining stuff

marsh cairn
#

hey uuh
i tried the VRCSDK3 for like, one unity project
without loading the VRCSDK2 along with it at all

#

and i think it may have fucked up VRCSDK2 somehow cause now when i make a new project and load it it tells me to delete the fucking avatar descriptor when i try to make an avatar

#

y'know the thing thats kinda critical to the whole process?

#

so when you load a unitypackage, does it tend to seemingly permanently affect the unity client itself like that?

#

i always thought that whatever you loaded stayed in the one project you were working on

calm spade
#

These two are not interchangeable

#

If you want to make an SDK3 project, make a new one

marsh cairn
#

thats what i did

#

i made a new project with nothing on it and o loaded SDK3

calm spade
#

"and i think it may have fucked up VRCSDK2 somehow"

#

How does it fuck up the SDK2 if it's a new project with the SDK3

marsh cairn
#

i don't know but its happening somehow
look i'll try making a new project and see what happens
maybe i unwittingly loaded it onto a project that already had SDK3

#

okay its fine now

#

guess that might have been the case before

slate thunder
#

An avatar creator released an avatar named "optimized version" that went from 880k polygons and 64 material slots to 409k polygons and 69 material slots 🙂

#

Truly incredible

#

I guess I will optimize it myself

lone tiger
#

If their name starts with G and ends with l I wouldn't be surprised.FelkyTriggers

marsh cairn
#

okay now its happening again
i think its failing to connect to the VRC servers or something

#

okay i opened vrchat and its working now?

onyx harness
#

Plus the optimised versions are, well, actually pretty optimised. Like it’s no quest avatar but not sacrificing looks and getting down to orange and green, I’m glad someone is getting that style of model out that doesn’t one shot my cpu.

onyx harness
slate thunder
slate thunder
#

Okay, just give me some time, I am working from home

slate moat
#

For the past nine months since I started playing VRC heavily I've been uploading avatars with PC and Quest-compatible versions.

Recently, Questers have been telling me when I wear these avatars that they're only seeing a robot and no amount of showing, hiding, or adjustments of performance blocking tools seems to fix it.

I've had to resort to uploading a fallback and not uploading Quest versions of avatars I have been doing in order for people to see me.

I tried searching the chat history but I couldn't find a definitive answer. Is this a known bug or have the optimization requirements for Questers changed somehow?

#

Additional info, most of the avatars are in the Medium to Poor range for Quest, typically with regards to polygon count and number of materials which was recently increased.

onyx harness
#

okay, simple question first. Are you using the same ID's for the pc and quest versions?

slate moat
onyx harness
#

Which robot are they seeing? Error, performance, pc only?

slate moat
#

I'm really hoping I'm just doing something dumb and I just need to like re-compile with a new SDK and re-upload or something.

amber hemlock
#

Tldr: if at any point a quest user sees you wearing an avatar that is not quest supported, they will no longer be able to load any of your avatars even if you change into one that is quest supported

slate moat
waxen violet
#

So I've just started trying to upload my first avatar. I'm running into all sorts of issues that I don't really understand, or know the solution to. Right now I'm trying to make my avatar compatible with quest. But I'm running into issues with the dynamic bones. Anybody wanna help a newbie?

onyx harness
waxen violet
#

Like what kind of things should I be looking for and where?

onyx harness
# waxen violet Like what kind of things should I be looking for and where?

Dynamic bones are a component you can add to objects just like the Avatar descriptor. You can search for them in the Hierarchy search bar. Using t:dynamicbone and t:dynamicbonecollider will show you all objects in the current seen with these components. Then it's just a case of selecting these objects and removing the component.

waxen violet
#

And thank you for your help!

onyx harness
#

You can't replace them with anything, there is currently no quest compatible replacement for simulating physics on bones.

waxen violet
#

Okay thankyou! You have helped me a lot!

stray tangle
#

lot more work though

onyx harness
#

huh, hadn't considered doing it that way.

stray tangle
#

I've not tried to do it, but it seems perfectly plausible

#

moving forward => animate hair to go backwards

slate thunder
#

I bought a non-game ready set of Ray Bans from CGTrader with 98k faces 😦

buoyant holly
#

I would suggest stop buying stuff that doesn't show the triangle count up front

slate thunder
#

Yeah it was my first purchase before I even used Blender, I didn't know what I was doing

slate thunder
#

Oh, I lied so these glasses have 223k faces

#

but I guess I'll learn how to fix it myself, good practice

stray tangle
#

essentially constructing a new mesh on top of a high poly mesh

#

using the Shrinkwrap modifier helps with this

slate thunder
#

Holy crap

#

I did degenerate dissolve and it went from 527k edges, 214k faces, and 330k tris to 292k edges 97k face, and 97k tris

slate thunder
#

But this degenerate dissolve worked really good here. But it's still absolutely horrific

#

Way better though

stray tangle
#

still wayy too much for a pair of glasses

#

that should not be more than 1 or 2k

slate thunder
#

yeah it's insane im working on it, I just merged the vertices by distance and got another massive chunk off

#

Also removing all non-manifold geometry

quaint venture
stray tangle
#

nope lol

proper grail
#

I tried some dumb stuff with spring joints and constraints, its hard to get the velocity to rotate with you..

unreal plover
#

Constraints don't work on quest (yet)

zinc flint
#

What's with material slots?

#

it includes other skinned meshes with the material.

#

Say, you have 1 material and 8 different meshes that use the material which equates to 8 material slots.

stray tangle
#

you should be joining your meshes

#

it's still a draw call for each material slot

zinc flint
#

Interesting, ill keep that in mind in the future.

#

thanks alot @stray tangle

#

Does it effect performance if it's disabled though?

onyx harness
#

Everything has a cost when it comes down to it so I'm willing to bet on the first option. Basically the Engine has to render the material so when it's disabled, it's no longer rendering thus it's performance cost is minimal. This is why toggle for things like props/clothing (assuming they're using unique materials) are separate meshes over being hidden with bone scaling or blendshapes.

solid smelt
#

Yep, nothing is free but disabling it is your best bet for reducing load when not it use IIRC

amber hemlock
onyx harness
# amber hemlock The answer is effectively no. Disabled objects don’t do much of anything. That’s...

Oh yeah I'm guilty of trying this. I saw that particle systems don't count towards material slots when the max particles is set to 0. Thus I wanted to animate them back to 1 at runtime for my trigger particles instead of having them count as 1 material slot each even when the renderer is set to none and the module disabled. But that's not something you can animate apparently. Was annoyed at having 150 material slots when the model only actually had like 12 that were ever rendering.

amber hemlock
#

Merge your meshes to share draw calls with identical mateirals

#

Having an identical material on a separate mesh doesn’t optimize anything, it still has to be a separate call. That’s why it’s rated like it is

buoyant holly
onyx harness
# amber hemlock Merge your meshes to share draw calls with identical mateirals

Yeah my separate meshes all use unique materials. I don't let 1 material be on anymore than 1 mesh. The problem for that avatar was having particle systems for logic that have their Render Mode set to None with the Renderer module disabled inflating the performance rating causing individuals to believe their performance issues were due to my avatars.

amber hemlock
#

I just swap a material to a no-render shader. It’s still going to be one draw call no matter what, might as well be a quick one

normal nova
slate thunder
#

Why can't we post screenshots in the avatar-optimization channel :\

calm spade
#

You can

stray tangle
#

@calm spade we cant

#

this is that channel lol

calm spade
#

what

#

Did that change ? I can find plenty images in here from a while back

stray tangle
#

maybe?

calm spade
#

Just fixed it

stray tangle
#

ty

buoyant holly
normal nova
#

Recently discovered denoising is possible via Blender compositing nodes, and it makes ambient occlusion/emissive bakes suuuuper good

sturdy pollen
#

idk if this is the place to ask but is it possible to atlas normal maps and the effects will still be applied?

acoustic latch
#

as long as they are the same layout as the diffuse texture

sturdy pollen
#

ohhh alright thank you!

calm spade
normal nova
#

I'll have to integrate it into Bake

#

...I've started wondering if I should call CATS bake something else

#

cause calling it 'Bake' doesn't really help much

strong rain
#

quick question! crunch compression yes or no?

#

i'm hearing very very mixed opinions on it lol

#

i had my skin texture at 2k size and it was 2.7mb uncrunched, i crunched it with 100 quality and it made it just 270kb with no visual difference, good right?

#

also, with that in mind, would it be ok to set that texture size at 4k with crunch if it's only .7mb? it's still smaller than original right?

#

the reason i'm asking is cus i'm sure theres some sciencey stuff i dont know about of why it's actually bad to use compression this way, so i'm asking

sick timber
strong rain
#

your name is crunch

#

do you... like crunch?

#

also thank you thats what i read a few times

sick timber
#

It's a nickname I got from the first D&D game I played.

summer dragon
#

Do you know where I can find a casual avatar

strong rain
#

you just have to realize how comical it is to me that when asking about crunch compression, a person named crunch replies to me it's like you were searching for me xD

quaint venture
#

Is anyone familiar with cat's bake option? It just does not work for me and I want to make sure I'm not doing anything wrong. Whenever I do it it makes one model a single solid color and the other a bunch of random rainbow colors

#

The model is like 66k polys

acoustic latch
#

after it's done baking, switch your viewport shading to material view

quaint venture
#

Oh that does look a lot better

#

Thanks

slate thunder
#

Howdy all

#

I’m currently in Blender working on the material slots for the meshes my avatar has (particularly the corresponding mesh selections for each material assigned to a mesh)

I know that later, I will be using a somewhat universal pink material that’s all set and ready to go for this specific avatar in Unity.

While still in a blender, should I just make one material placeholder slot with a very generic “pink name” and add it to every mesh I plan to apply that pink material to (in Unity later) for performance reasons? Does this reduce draw calls?

….Or, in Blender, is it better to create material slots with specific, targeted naming dependent upon the material vertex selection assignment in Blender for that somewhat universal pink material that will be applied to the material assignments (let’s say pink hair, pink shoelaces, portion of pink shirt, etc) frequently in Blender? Does this increase draw calls by simply having more logically named and easier to follow material slots that were made in Blender, but ultimately using the same material in Unity?

sick timber