#avatar-quest
1 messages · Page 25 of 1
Trick is start low poly then sub divide PC version. Body was low poly.
so that's why I couldn't tell
it might have been cleaner on the subdivided topology if you converted it quads before subdividing
considering most of those triangles seem to be quads that's have been converted to triangles
Was my first time doing something like this so I know that for next time.
"2 Answers. While in Edit Mode, select the parts of your mesh you want to convert and use Alt + J or from the Faces special menu with Ctrl + F > Tris to Quads to convert tris to quads or via the 3d view header, use, Mesh > Faces > Tris to Quads"
copy paste it how to do that
I actually did that with my first Quest model
it'll probably animate better not trying to subdivide triangles
yeah that's a lot uglier topology
Had to get 9k down to 5k.
of course personally I would have tackled at using the edge select tool
the boobs are hard to keep round
of course but just suggesting for a long-term Avatar
research purposes I'm going to try to bring down the default output of Vroid Studio to 5K mostly because the license is open on that
so how about the default model they going to be available ?
no clue
any of the default avatars
5k polys
🤣
considering they got them from any random place can find open license avatars
better up optimize tutorial avatar too
I destroy the hair and shoe but the bust and face are intact lol https://gyazo.com/26c2270c902e40aa78a1ac53dd7d8b94
thats 5k poly? wow
yeah. was difficult https://gyazo.com/e4095b563a79913a65df041ca99df7bf
mind if we see the wire frame
that topology actually looks good, good job
i could delete the 2 gold accessories to get the shoe details back.
I think the shoes look okay
that one was hard compare to other. because of the zigzag skirt style and twisting hair
you did a pretty good job of the legs don't look like they're going to break or the fingers
what was the original triangle count
mind if I see a wire frame of the original
I could decimate the face put i dont want to redo the shape key :/ am lazy but not really took more time decimate the other thing dissolve haha
I would say a first time attempts just leaving the face alone is okay
yeah you can definitely do better but it's not terrible at that amount considering how close people are going to be to the face
guess it's time to publish my excellent performance avatar so that quest users can run in something https://cdn.discordapp.com/attachments/546403879806304257/559756982374891520/unknown.png
it's 1 material lol I made it so if any mod says my avatar is unoptimized I could show them
from now i think all the character with long hair and skirt is a no no
u want me to go over poly limit? it's already almost 2.5k
dam that hight
but the only probably going to add a couple of hundred
how the heck are a bunch of rectangles 2.5k
who said it's rectangles
that's how they look in the picture
it's cylinders
as they contain no lighting
well they're currently wasteful at the moment as he can't actually tell their cylinders
how many sides are on the cylinders
in game it's better cuz it's not shadeless
anyways I didn't expect something like 5k poly top limit
it was supposed to be avatar to test full body behaviour with IK and viewpoint
that's exactly what I expected 5K is the ballpark of a fighting game mobile character
eh I am already sorry for people who buy it. There is almost no real world case where they will be able to play along pc players without sacrificing big chunk of fps or pc players going basically potato mode
personally I completely disagree but that just means people are going to have to put in the effort
but then again I'm biased as I've been trying to learn 3D modeling as a day job so I'm willing to put in more effort and I don't seem to use anime avatars
uh my map with platform, mirror 3 songs and semidecent skybox already goes over quest limits
mind if I see a picture of it
dunno really what is there to see, it's sleeping map with starry sky
did you play around with the Skybox settings as I remember the documentation mentioned something about the sky boxes
have you modified any of your settings compared to its PC build or changed any of the texture sizes
I didn't touch the map since it was made but if that map while not being amazing goes over any of the limits I can't imagine making a normal map that is like cafe or other spot
or you could just have some stupidly oversized textures
considering one 4K textures enough to completely go over the limit
what's the file size on your Skybox
im booting up unity project actually
would you mind if I p.m. so that we're not continuing to be off-topic
as I'm curious if this can be a 10 minutes fix
and their file sizes and compression settings
hm on disk textures are below 100kb each but in unity it's 1.3mb lul
have you considered seeing if you can just cut it down to 2 or 3 pictures for the Skybox
nah, if I feel like making it down to quest standards i will take care of it then
and texture is made so you need all 6 fragments or it's not gonna fit at all on the edges
FairPoint just trying to point out it's not hopeless to make. You just need to think more like Nintendo as far as working within limitations
But I have 68 bones
https://gyazo.com/6e79adca2c386ca24e8db9994fc25503
so see where you can cut out 2 bones mind if I see a picture of the skeleton
welp, maybe that's my issue, I never respected console games cuz my pc could run them better and in higher detail
I still have 2 bone for the chest and 4 for the hair. its full body so there a 2 in the leg unused
and mouth eyelids
did not make the eye bone yet. :/
any particular reason for the bones for the hair since there's no Dynamic bones
to have them move on pc idk
okay keep them there at the moment but remove them when you're done
on the quest version of the avatar
isn't quest content isolated from pc content?
if you upload 2 build then you can do cross-play
one for the quest & one for PC
so _qb is making a quest compliant Avatar and then they would put Dynamic Bones on the PC version of them
guess I am gonna make my strawman as equivalent to all my avatars for quest
ez clap
yep that's what you want to do if you wanted to have the funny placeholder Avatar
but the question is it in eight sided cylinder as any more than 8 kind of wasteful given the way you got the cylinders
idk I didn't mess with settings for cylinder in blender I just made it cuz I had to test something
okay I was just asking because you could probably cut your polygon with no visual loss
and it's not gonna be placeholder, these avatars will never go down to 5k polys
so might as well make your Stickman the best they can be
it's excellent performance, better than afk box and loads faster than afk box, don't feel the need to do something with it.
hope you have a fabulous time with you Stickman
why do we torture our self doing this https://gyazo.com/dc67313b29eaf07574ceed812b5c89e2
https://gyazo.com/94cebafef9de6954c872755ed7a3273a this was the original I mostly disolve loop and other minor stuff.
that would explain it
Guys what's really the poly limit?
5k
Like, it says 5k or less in the powerpoint but in the doc it's 5k recommended
Early Release Document: Some details will change for launch version on Quest Oculus Quest Quick-Start Guide Create, Share, Play.
Creating content for VRChat Quest is a challenge-- you have to create attractive, compelling content all the while keeping the content optimized for a mobile device. These are the same challenges that game developers must deal with while building for mobile. Here, we'll giv...
They probably still havent figured out how much the quest CAN handle, id stick with 5k seeing
ignore the word seeing
I think the hard limit is still 70k for now, but you should absolutely not try that
They haven't ironed out any hard limits for Quest yet
but I doubt that limits going to get raise anytime soon
Is there a way to currently check the size of an avatar? I know you can for worlds. If not will we be able to see that eventually?
5k is too low. Why not 10k?
because the quest is very limited
Theyre doing the best to give quest users the best experiance
and they want to have more than 3 people in the room on Quest
I had 3 people with mirror on in my world last night on the Oculus GO
and had 27-30 FPS
does anyone know if theres any slime avatars like the monster
like a minecraft slime or an rpg slime?
so the absolute max polys an avatar can have on the quest is just 5k? like thats not just a recommendation its the max?
from the sounds of it max
like a slime rancher slime
paint a face on metaball
What happens to avatars that aren’t compatible for the quest
is it possible i could upload a lower poly version for quest and the higher poly version for pc so on pc it shows the higher poly version and on quest it shows the low poly version?
they show as a default avatar
which is why you need to go to public lobby
@odd ice That's exactly how it works. You upload a version for both platforms and it shows based on what you are on. IF there is no quest avatar they see default.
and scream at people to make even if crappy some sort of quest equivalent to their main avatars
they are completely different platforms so it has to be that way. Android can't render Assets from PC and PC can't show Android
yeah ik i was just asking if they had to be completely the same or not
so there isnt a slime avatar yet dang
rig, size, gestures, animations should be the same
exceptions to rig changes include merging hair bones that would be used on pc for DB to being nonexistent on quest, making the hair static
So we dont need another sdk right now to upload for android?
Sneaky
little downgrades but overall i don't think my first quest avatar looks too bad
Does Quest version support Animators?
why didn't i think of that right now? @still tusk
well darn, what do i do?
did you check the file size of the avatar?
how can i check it?
hmm, i'll crunch compress his texture and try agian
nope, failed again
did you try to meet the recommended numbers for your Quest avatar?
like, really carefully?
he has the bare minimum number of bones, 3 fingers per hand and no toes, he has exactly 4,999 polygons and 1 1024x1024 texture
hmm
kingdom hearts characters and probably some of the ps2 final fantasy games
hmm, maybe it has to do with not having the most up to date sdk lol
yup that was it lmao
This doesn't even look that bad, from 21,000 polys to 5000
i noticed a bit of a difference on the bottom of your avatar's shoes
Yea, part of it is the camera angle but the shoes did take quite thd blow
you can afford to make shoes low poly usually since people rarely look at them
most people pay attention to the face
great job optimizing, dude!
also pro tip, if you are doing blender decimation make sure to hit spacebar and do remove doubles in edit mode first
depends on how far you have to go
If you have to really really scale down, you should consider retopology
of course
if you don't have to scale down that much, manually remove edge loops
if you're new to 3d, decimation seems like a great option but i really wouldn't reccomend it for anyone here
the tools to retopologize and rebake your models are free and are great to learn! they open a ton of modelling possibilities for the future
honestly i think i might just make a guide on how to retopologize down to 5k for people. I'm seeing enough people decimating that it's worth showing them the ropes
i'm not new i just hate all the extra work
a tutorial can be a good idea
also back when i did retopology you had to do it by hand and it made me want to kill myself
there's some great tips! especially when working with such low poly models it's not that bad
many topology programs and plugins let you simply draw lines for stuff line arms, legs, and body edges
the only real time sink is the head, but it's worth it
yeah i'm aware and i've tried a few
most of the time they produce problems like N-gons
that was with instant mesh
How to download, install and use Instant Mesh. https://github.com/wjakob/instant-meshes An excellent retopology tool for those that want a quick retopo. Lear...
not to mention with retopology you have to re-do the UV seams, bake all the textures into it, and re-rig the whole model
Same model
Left is the retopologized down to 5k (actually 2.5k tris)
Right is decimated down to 2.5k tris
I was very lucky I still have all my topogun files in unsubdivided format
is topogun a helpful tool for retopologizing models?
Very helpful! But it costs $100
damn
If you're looking for a cheap blender alternative, look for retopoflow; it costs $90 paid but you can use it for free from their github page. Be sure to support the developers eventually.
:)
If anyone has any good tutorials for optimizing avatars, it'd probably be a good idea to post them in #quest-tutorials .
It'd be pretty nice to have these resources in one place, especially if people are very new to computer graphics in general and need a starting off point.
I'll look into that
I'm not an anime avatar maker at all but people should start making quest compatible base models
I posted a tutorial for optimizing complex Unity scenes for mobile in there, and a larger catalog of useful information is always welcome! 😄
in later version of unity i think
I'd be fine supplying my own meshes
I don't think there's automatic LOD generation in Unity, but VRChat worlds and (avatars, I think?) do support LOD switching, although it's used fairly rarely from what I can tell.
I'm not entirely sure. Unity LOD groups aren't in the list of Quest disabled components, so I'd think it would still work. I don't have a Go to test for myself on the beta client, though.
are these quest worlds basically going to only use the avatars available to the world? like you're required to use the provided world avatar?
Not as I'm aware-- avatars must be ported to Quest, but you can still use any avatar you'd like.
it just has to be 5000 triangles
The recommended values for avatars are up to or below:
- 5k tris
- 1 material
- One atlased texture, 1024x1024
- 66 bones
- 10mb filesize
thank you for the details version
No problem. These numbers aren't enforced, so you can go slightly over if you'd like to or if it's necessary, but that's generally where avatar creators should be aiming for.
even after my own modeling I'm probably going to be going for 4000 triangles so I have some overhead for accessories
alpha textures do wonders
talkin bout channel packing?
Not necessarily but that's a good idea as well
Some things like necklaces and complex hair details can look great with transparent textures
Can we use channel packing on Quest? I don't think any of the mobile shaders we can use utilize it.
the only one i can think of is bumped specular where you can put the gloss map in the alpha channel of the diffuse
none in the slightest considering I don't think there any PBR mobile shaders
Ah, didn't know we could do that, but that's useful to know.
As for transparency-- use sparingly and with caution. Small flourishes on avatars are probably alright, but try to keep transparent surfaces physically far away from cameras (like the player's viewpoint).
I'm not huge into optimization with that stuff, care to explain why transparency is bad?
Is it worth the trade off over a handful or more tris?
so mostly just okay to use on clouds and like distant mountains
As I understand it, when you use transparency, the renderer has to calculate the color of the transparent/translucent surface, plus the color of the surface behind it, then average those values for each pixel. A single operation turns into three, and if you have multiple stacked transparent or translucent textures, it can get out of hand really quick.
the triangles are preferable as they don't require you to the transparency calculations
Ah I see, that's understandable
Desktop GPUs really don't care about transparency except in the most extreme of cases, but mobile GPUs struggle with it.
I gotcha, good to know
shrek is on a quest
Here's an extra low poly take on quest optimization
opps wrong sectin
@sudden sage how well does it move? It's easy to bake it down in a specific pose. Harder to keep all the bones intact with good weight painting (and visemes though those could be moderately easily recreated by splitting mouth vertices)
Ouch the shoulders
surprisingly well! it could use a couple more edge loops in the fingers and major joints, but for 2.5k I was really surprised at how well it holds up in vr
lookin' good. quest optimization isn't too hard.
Anyone know how to fix this issue
It's my first time today. I don't know how to apply avatar.
Let me know. I really want to apply avatar.
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if youve uploaded avatars before, the process is very similar on quest, just that you need to optimize your avatar to run on a nintendo 64.
if youve never uploaded avatars before, start with pc.
dont say that haha
More like optimizing for Wii
I found a secret btw fellas, delete your end bones (leaf bones in blender?). I had a head top bone, bones for the tips of the fingers, etc. They weren't weighted to anything but they were there and counted. Deleting them gave me some extra bones to so my eye tracking tricks, and I've still got leftover bones to spare to be under 66
@gilded horizon Anytime I get that error it’s always the result of using an out of date version of blender
Do it would help to know what you clicked with that appeared
Jokes aside if you’re going to compare the quest to a consul it’s actually closest to a switch
I'd actually disagree since the switch has a tegra
This just has a snapdragon 845 iirc
Snapdragon 835*
You’re talking hardware I’m just talking graphics it looks much closer to a switch then Nintendo 64 to me
I don’t know much about hardware but I do have eyes
I wouldn't compare it to a Switch
It's not really comparable to anything that has a proper GPU
The Wii probably outperforms the Quest in some GPU-related matters
But it is quite close to a Wii
the quest certainly outperforms the Wii, but since everything is higher resolution and rendered twice, it'll look like the Wii.
look at this wii avatar that a dissolve https://gyazo.com/3271789ff80c8a35d97f9666250c2579
Will shaders with an optimized quest specific sub-shader be allowed?
Pretty sure they'll be using their own set of internally compiled shaders and you just chose which one. it won't actually save and use the shader code you send, just it's name
Ah that’s unfortunate, none of those really support mmd shading
cheap solution would be to probably use unlit and bake shading in blender or something
I can make a shader that does everything pretty cheaply, but if it’s not supported then it’s not worth my time and effort
All i want is unlit double sided
^^
I understand the concerns for people using that for complex avatars but there's many avatars where having backface culling off is the only way to really see them
especially models from older games, where they're only 1-2k tris
All I want is flat shading, no outlines and have it react to surrounding light hue and brightness
Matcap shading options would be great for stylized characters too
A very cheap workaround to toon shading
That’s included in mmd shading
Mmd uses mat caps aka sphere textures (the spa and sph files)
So pretty much the default shader but no shadows or normal maps
I don’t think the default shader uses gradient ramps or matcaps
Take Noe's shader, no outlines, toon contrast at 0. That's what I'm looking for
Ah I’ve got my own which is what I’m going for
I made a really basic mobile-friendly toon shader as proof of concept but I can't use it
It's literally Unlit Texture except darkened based on the light intensity
That would be pretty much Noenoe with those settings
Tbh all this Wii talk makes me want to use a Wii Fit Trainer avatar instead of a cat
(The female one of course)
That made me think of using a wii for vrchat and that's kinda funny to me
Some gamecube and wii model rips would be great for the quest
Luckily Wii is super easy to get models from. Gamecube on the other hand...
How do I go about doing that? A character I've wanted to see but never have is Pax from Mushroom Men The Spore Wars, a Wii game
can't talk about game rips in this server
FairPoint sorry
would it be easier to get my main avatar to 5k from the original undecimated model, or from the 19,999k model?
if you plan on doing retopology i would do it with the undecimated one
So what i do to have 5k is to disolve almost all the edge loop on the arms and legs. I decimate heavely the hair and feets. Delete the the mesh that you cant really see. Thas it. Is still no enought sadly decimate de upperbody/face.
might have to just do retopology
The model i work with are not mmd with 40k something so my technic work fine.
No weird bend. Everything look the same difficult to see the difference
Everything that dont move get dissolve so i only keep egdeloop in articulation
I mosly keep intact the face and upper chest/shoulder area
I keep the hand with the minimal edgeloop too in the finger
Male are easier to work with since they dont have round chest or skirt etc
my quest avatar
are you planning on giving it a skeleton
I made that as a model in base vrc XD
my pylon avatar is bone include
Ha nice
so i'm gonna try Metasequoia 4 just to see if i'm able to optimize my avatar to Quest instead of Blender
any tips?
i know. i'm a noob at porting models to VRChat
Dont try to hurt yourseft with very hight poly
Better use mobile or ps2 etc type of standart
or rts games, lol
Use runescpae geometry yeaj
just make an avatar with one triangle per bone
so what's the general consensus on a substitute toon shader? unlit?
the problem with unlit, is that well, it's unlit
the point of unlit is to be used only on things that should be visible no matter what
text in a map, boundaries in a dark room
if something needs to be bright, use an emissive shader, now, if something needs to be shaded, but flat.......
Just wait for cubed to inevitably make "Cubed's QFTSDCTS" or "Cubed's Quest for the single drawcall toon shader"
well the game virtual virtual reality on oculus go has a toon shader, i wonder how they did it.
alternatively someone could just make a flat lit shader that adjusts to ambient brightness
toon shaders arent compute intensive in the slightest
having 20 avatars in a room without networked ik and all the animators and netcode overhead is compute intensive
hence the desire for pretty much the world's most optimized toon shader
oh god i just realized something horrific
imagine big al's avatar corridors being ported to quest
along with every single avatar
does switching platform to android usually always take so long?
yes it does which is why the documentation recommends keeping two copies of the project one Android & one PC
o ic
also im really hoping we can get some sort of basic cartoon shader for the quest at some point
are we able to upload avatars for the quest currently? like if i uploaded while platform is set to android would i be done
and if i upload it with the same id as a pc avatar right now it wont override it right?
You should be fine, yes
okay nice, thanks
You might have better luck asking people in #go-testing since they actually are testing the android stuff
You could still just ask if there's any special procedures since all those guys are actually testing avatars/worlds
Found in Oculus best practices for Android devices:
- Avoid use of Standard shader or Standard Specular shader.
https://developer.oculus.com/documentation/unity/latest/concepts/unity-mobile-performance-intro/#unity-mobile-performance-intro
https://gyazo.com/aa10cb9bb517edefda3f0a33bc01d177 happily dancing finish avatar
standard has a lot of features I need though, there were no mobile shaders with emissive or cutout alpha
@rocky matrix that's for good reason, I think cutout can result in too much overdraw on mobile
And emission is essentially another texture sample and more instructions.
You could make a more optimized emission by just having emission "levels" that apply all over the material, or interpret alpha as emission
I'll admit, no cutout and low poly don't always mix well
yeah i need cutout for the eyes and eyebrows on one of my models
My eyes are cartoony, thus emissive. I also use cutout alpha for my feathers and mouth hole.
the only thing i could think of would be to make your eyes a separate material that uses mobile>unlit but thats another material sooo
its advised to use alpha transparency in place of cutout and keep it to a minumum
@rocky matrix you can make standard shader a little more mobile friendly by unchecking the boxes for specular highlights and reflections
you can only have one material
not using cutout would give be some nasty issues with depth and stuff
maybe i should just use mesh instead
i also did uncheck those boxes. im only 1 material
those issues go away if the vertex order is correct and ZWrite is enabled
however, its expensive on a mobile gpu so it's not recommended to use this on your entire avatar
I've written a canny about the lack of toon shaders for quest plus the allowance of just a single material, encouraging users toward non performance friendly full transparent avatars:
https://vrchat.canny.io/quest-creators/p/requesting-toon-shading-support-plus-a-second-material-on-avatars
a basic shader like cubeshaderparadox would be great. that only what i need.
make a model to be 5 k is just too long . :/ https://gyazo.com/0f6c34f16086b8afa29492f2d71233f6
nice
sigh
i am a total noob at porting models to VRChat as avatars (especially when optimizing it for Oculus Quest)
guess i might have to commission someone to do it for me
I really dont want to touch the face sigh ... https://gyazo.com/c3d51c5167dbffd6203fd9b802aa92ac
the face alone take 1.3k on the 5 k
since unlit mobile shader is not double side it needed to double the mesh on the sleeve, string of hair etc. But I manage to fit everything(almost). Now its good to go
opk so when i try to upload my avatar to vrc it just stuck at uploading assets
how can i fix it?
dl the last sdk
when i do that i get alot of errors
and i cant change the polygoncount
witch is important
is unity 5.6.3p1 still compatible with vrc?
Dont think so
I made a very simple proof of concept "mobile toon" shader
It's essentially just Unlit Texture, but it darkens itself based on the world's light intensity
Something like that would work
@near finch you're in the wrong channel, this is for Oculus Quest development. You need Unity 2017.4.15f1 these days
Also not sure what you mean with "change polygon count"
@hushed wedge it would be interesting to whitelist some shaders that we know were designed for mobile. Like that one and also the seurat shader
I think it's likely that a handful of shaders will be whitelisted for Quest, especially as it leaves testing and the needs of users becomes known. Hopefully for the sake of avatar creators a mobile-friendly toon shader becomes available.
Just to confirm, we cannot upload quest build of blueprints unless we own a go?
No, you don't need to own a Go
You just have to build and publish with Android as target platform
And is that all live? You can preview quest content on go right now?
Apparently yes. Some creators like Kareeda have already been busy porting some content to the Quest
https://imgur.com/a/ob69jgD @dry zealot better than re-adjusting a model from a decade old MMO for Quest.
was told I should post this here, it's really useful when working with joints.
also, quick question, would these guys work on Quest? They're around 600 verts each, with 256x256 textures
oh, ok! I wasn't sure what the restrictions were like.
5000 triangles and 1024x1024
you always going to have a little bit of clipping in the joint whatever you do in low poly. Or some kind of deformation
I try to make some kind of good thumbnail idk
These look really great! The texturing's smooth as heck
I scale up the resolution and smooth it with the site waifu2x.. they are 1024 x 1024.
thats really good
like really good, much better than what people have been coming up with a week ago
i knew this community could optimize their stuff and deliver the best for least when motivated, i just hope that desktop users start to carry the same practices ^ ^`
these look great
@dry zealot which shader do you use?
mind if I see the wire frame _qb
cool
would be great to have 7.5k limit 😛
Its a slippery slope
most of the model i use are in that area. so its a pinch in the hearts to dowcale even more to 5k
yeah, but this isn't like pc where polygon count doesnt actually matter all that much. mobile hardware can't handle high amounts of polygons at all. like for the whole viewport it can handle a maximum of 150,000 polygons.
Is there specification for quest models? Like what they need in terms of limited materials and poly count?
1 mat, and 5k polys if im not mistaken is the reccomended
https://i.imgur.com/uh1Qo2U.png
From
http://tinyurl.com/VRChat-Quest-Creators
I recommend going through it for info on Quest
Early Release Document: Some details will change for launch version on Quest Oculus Quest Quick-Start Guide Create, Share, Play.
When the quest is out btw?
"spring 2019"
but probably next month because they released the oculus go in a similar timeframe last year
@dry zealot it will probably be at the Facebook event on April 30 - 1 May when Mark will announce its shipping
The oculus go was released at the Facebook event last time so the oculus Quest should be the same
if they do another "it's out today" thing like they did with the go and it sells out before i can order one im gonna lose my shit
I will try to fix small issue and publish a world for those avatar before that maybe
when they say 3 draw call. its 3 skin mesh or some thing ?
Can anyone point me to the right direction for finding an NCR Ranger avatar. I've been searching for that avatar for almost a month now and can't seem to find one, and I can't make one either since I don't know jack about using unity
i never really understand draw call
it's where the cpu tells the gpu to draw something
for example, one draw call to draw the mesh, another one to draw the shader ect
i have n avatar. one rig one mesh one materaial. idk
you have to open the profiler to see them
@lean comet dl the game and follow some forum and ya. get the model
@pastel storm this is the wrong channel btw
@pastel storm He means you
I think I have no problem with draw call. anyway
if you have only one material and one mesh it should be fine
am always perfect rating. am perfect like always
i know
just a fast upload
still need to find the sweet spot if i want all the model to be the same
unity is stupid
how to import an image with the original proportion. google dont help me at all for some reason
quicker to import a picture into blender and Export that
why something so simple is so stupid
why not drag an image to the scene and its create a plane with it
https://d348imysud55la.cloudfront.net/Avatar-1KR-Dimael-Image-2017415f.file_33c9170d-7bbc-46a3-a98e-9dab8c48d71d.6.png I don't know why vrchat mess up the perspective
I might sill edit the image. the controller is too low. :/
my previous version was better
would be easier if I go back doing n64 bowsette avatar
I feel like there a lack of contrast
@dry zealot they really good!
The SDK should just let you drag in a 1200x900 image before clicking upload. smh
Very very early cat, this one is just a temporary until he's fully retopo'd but should be servicable
what's the wireframe look like?
IKFollower is intended to be used to help particle systems sync up with their proper location after the IK has been solved, so you can shoot particles out of your hand into world space without having to use RigidBodies. This is far more optimal and has almost no performance c...
Few fixes I'd recommend.
i dont understand what is the problem with the legs ?
for the sleeves its the mesh inside that is near the outside one. since mobile shader are not double sided. some spot need double double meshed
It just looked like an unnecessary edge that wasn't really doing anything. Could save a couple polys perhaps.
the texture is cut the the egde loop thats why
on the legs? That would be a weird part to place a UV seam at
when the texture is not that high ist a cheap ways to have a clean cut
well I get that, but the edge is going length-wise, and doesn't contribute to the number of sides either above or below where it cuts through
in that case i to have the thigh squich i think
I tried to make a dotted line down the edge I meant
yeah
it's cutting across clean quads and yet doesn't seem to be adding any shape to the silhouette
so it seems to just be adding more polys
i already disolve the cut in the front
ah ok
but yeah indeed so dissolve some other stuff and have an extra 25 tris to put somewhere else that i decimate or deleted
probably put some back in the sleeve so the curve look more round when bending
So, basically, I can optimize a model down a bit more for the Quest/Go, upload the original version to PC, use the same avatar ID for the optimized version and upload it to android, then PC users will see the original version while Quest/Go users will see the optimized version?
Simultaneously?
It’s looking good
Does the quest avatar need to be the exact same as my PC one?
So.. could I still have my higher poly count, dynamics, and particles for PC users but have that all disabled for a person on quest?
They don't have to (and, in most cases, shouldn't) be identical. your PC avatar should fit within the recommended specifications for PC avatars, and your Quest avatar should fit within the recommended specification for Quest avatars. Users on each platform will automatically see the correct version.
@charred jackal you can make them completely different, and you should
That better not be a default Standard shader diffuse material :P
You think you're running this on a supercomputer? Mobile vertex lit or bust
ohdamn you right, gonna go use cubed
Vertex lit? What, is your CPU made of transistors? Unlit or nothing.
Well, there's this thing called an "image editor" 😛
so if I want quest users to be able to see me, I basically just need to get my avatar under 5k polys, remove all the bells and whistles from it, and cram all textures into a single 1024x1024 atlas, right?
then upload it as an android build under the same blueprint id
Thank you to everyone posting examples of optimized avatars. I don't do much content creation, but my curiousity was sated by scrolling up and that makes my day. 😃
Oh, I was about to ask the question Raindrops just answered. Thanks
You can upload pretty much anything you like under the same ID. It doesn't even have to originally be the same model, although having at least the same size and proportions will prevent inconsistencies
is there no mobile shader with emission? I really want my eyes to glow
would it be irresponsible to use standard just so I can have emission?
Emission is mostly an unlit component
You can use a separate material just for the eyes and set it as unlit
@rocky matrix
I spent more than 20 hours in the game on my account, but I still can not upload my characters! What to do?
That's pretty good actually
thanks
Can anyone help me with getting my avatar Quest ready? I have no modelling experience. My avatar is 8k with 2 materials
what's the poly limit for quest avatars?
There is no upper "limit" just yet, but they recommend 5k polys. @pastel storm
ok
So with this model i have 100 tris to spare. Should i add a fully medeled mouth or more edge loop in the finger
Right now ive just add a pair of teeth. Look alright to me idk
What it look like @tidal totem send photo
@dry zealot
Should be easy try
I don't know how to do any of this stuff, it's not my model. Someone sent it to me
Kearn how. Its fun
behold the beef man
@dry zealot Hey that's kinda cute. It's not quite anime and I really appreciate that
Oh wait, I'm not in #3d-modeling. Did you make that?
No but i edit a little those to be quest ready
Edit the eyes. mouth etc to have proper eye movement etc etc
You can always go lower
will start looking bad i took it 10k down already lol
Think about where people are going to be looking mostly
Do the legs need that many polys? People don't usually look there
Is the body mesh still there under the clothes? What about hair on the back of the head?
Wo
What's your wireframe look like?
I got my avatar down to 4.5k
You have many edge loops you can dissolve for sure.
I recommend dissolving manually rather than decimating. Trying to decimate that low will give you pretty bad results
Decimateci shoes
Thing like that still look great https://gyazo.com/ca4b05b0f94c072696801615dd5c8b2c
I disolve most of the arm and leg edge loop. I use decimination on the hair and shoes most of the time
ps2 models incoming since they all are under 5k
Or mobile. But they can range 2.5 to 10k
What mobile characters are 10k?
tip for anyone looking to make anime avatars and wanting to reduce polys: in my honest opinion not only do i think simple, cartoonish, and flat designs look absolutely adorable on 3d models, but it would also work out for the 5k poly limit and 1k texture limit
i just want some nice looking avatars that dont try to look realistic with low texture image qualities man :<
The one I use have to much details?
oh no yours are pretty i like yours
because they actually follow that rule pretty well
they're not cartoonish
but they way you texture them
makes them look really clean
thats what i really care about
I wish there were only models like qp's in this game instead of MMD's
pc vs mobile, pc being the one with glowing eyes
nearly 2000 polygons less but its hard to tell
Ah, I assume that's because the glowing eyes are emissive and the mobile shader isn't using that
That would be too many texture samples anyway
Although you could encode it in the eye texture alpha if we had custom shader support
huh, funny. Quite a few of the PSO2 costumes I've been porting over are quest ready
Egg Rappy is only 2500 polys
@rocky matrix is that the duck from deltarune
its my own character
Dont say thing like that. People get really easelly trigger in those fandom.
@rocky matrix that's literally from that game called high fidelity
Dont you think he perhaps hm idk designed it for the game?
i mean idk lol i just noticed
sorry i dont understand your animal crossing gibberish
jk
its my avatar actually
hifi is a social platform as well with custom avatars
they used mine in their screenshots with my permission
i designed and modeled the character from scratch for my own personal use
I like it
thank ya!
I prefer to stay in the quest channel . Less newby question .I get tired to the main channel
Like what is a zip folder
IIRC, .zip is just an archived folder. 7zip or Winrar should be able to unpack it.
So what high fidelity does compair of vrchat?
Ehh, I like what they're aiming for but they've made a lot of mistakes along the way. Security issues, comfort issues, they gotta fix some stuff. VRChat is better for socializing. High Fidelity let's you build in game though, so that's cool.
There's some features I wish they'd steal from eachother
Question
I am currently adding facial expressions to my avatar. I find it hard to make a crying face for some reason, any of you know what Blendshapes I should use?
Look on google for reference
Pixar disney etc
quest will be the first time i will be going into vr chat and im very interested in avatar making but dont know how can anyone help me
@lofty wyvern As far as making the avatars goes I'd recommend learning how to use blender which is a free program.
thank you
Hello!
wait should I be using unity or blender to create avatars?
both
i need some help. i'm trying to follow a tutorial on how to optimize VRChat avatars for Oculus Quest. but when i try to delete all of my previous materials and use the baked one. i get this.
@delicate cipher set the material to Shadeless
Bottom right of your second screenshot
Np. What you're doing is manual atlasing, which should be done for desktop avatars too.
So how are full body users going to look to Quest users?
I'm guessing like normal feetless users?
pretty sure that full body is visible to quest users
That would be good news. Maybe I'll make my twin then.
is there any consensus on the best toon shader I can use with cutout?
cutout kind of look bad. better use transparent
Cutout shaders are a very bad idea on mobile platforms. If possible, replace the transparency with geometry. If you must use a alpha shader, try to use an alpha blended one, instead.
That said, altogether I don't think there are any alpha tested shaders available for Quest, though there is an alpha blended particle shader you can use in a pinch (though it's unlit)
what shaders do we know that are available?
Is it just any shader that the android build of unity supports?
anything included with unity is whats available right now
ah ty
no custom shaders yet
i have a feeling more will be available in the future
best right now to just go with one of the mobile shaders
cutout is expensive on mobile so i'd avoid it
that seems strange, since it's the easiest way to reduce geometry
its just because mobile renders stuff differently
mobile devices render the screen in tiles, and transparency can mess with that
Cutout is better than excess vertices on desktop, but cutout kills performance on mobile.
A lot of stuff is the other way around
Transparency on mobile is also slightly cheaper than cutout
Apparently, overdraw is a huge issue on mobile, as the GPU can generally not be expected to draw to the same pixel more than 1-2 times before stuff starts lagging.
That's one reason why Post FX just doesn't work
And cutout messes with some optimizations, because suddenly the geometry isn't as deterministic anymore
It has to run the fragment shader before it can know what to draw, which kills a lot of optimizations that it would normally do before it even reaches the fragment shader
I don't think these optimizations even exist on PC as it's not an issue there
yo
I've played vr for a couple of days now
and I still am not allowed to publish my Avatar
can someone help me out on this
oh
You need to reach new user rank which you can do by playing the game more. Don't play on a Steam account, use a VRC account
My current rank is user
I don't believe support from them is going to help honestly.
You also have to make some friends
did a bit of decimation of my avatar for Quest (except the head)
but that's probably not enough
any suggestions on how to make it go down a little further to 5K polygons or less?
and it looks like my avatar's file size is still over 100MB
forget it. i'm just gonna ditch this the hard way and commission someone to optimize the avatar for me
@delicate cipher decimation is not gonna give you good results
And you also simply cannot skip the face
You will have to essentially remodel the thing, using the old model as base (retopologizing)
At least for the face
Manually dissolving edges may work for stuff like the arms and legs
at that point. create from scratch dam.
I'm trying to create a meat avatar
but blender is fucked up
I'm restricted to 100 polys
a what
Meat
vinesauce meat
i got avatar with best optimization atm it has 0 in everything and is uploaded to vrc so should i try to apply it for quest default avatar ?
here's proof
Quest doesn't support animators sadly. Which you used to enable everything after the scan :(
they look and move really good in game https://gyazo.com/e244b5fbc10101a8f5d75e0beb1feec8
fug i dont have this most optimised avatar project on unity anymore either because that hdd died couldnt recover all oh well
I don't think an Avatar with nothing would ever get accepted to be a default :p
<3
<333
Here's a entry of my own,hopefully they'll work on Go/Quest.
Only submitted one of em though since I figure'd it be a one entry per person kind of thing
I try to be a smart ass by making PC see Lara croft from New games, and Quest see PS2 Lara, but she's 10k tris. lol. Optimizing her now...
A PS2 model with 10k tris? Jeez
@wind monolith That looks great! I really wanna see a bunch of community shaders be bundled with the VRChat SDK, and for them to not only work on Quest but to work on avatars with their shaders blocked so that toon shaded stuff isn't forced into standard.
How expensive is that shader compared to Unity's regular mobile shaders? I don't know if toon shaders are heavier or lighter that the PBR or Mobile stuff. I've seen entire VR games done on mobile platforms with a toon shader, so I imagine its not too bad.
@vapid girder just use ps1 lara
Nah I'm not that lazy/cruel. Plus this is really teaching me stuff.
oh well i sent you a link to the ps1 model
nvm lol
@vapid girder just ignore the model I sent you then
toon shading is pretty simple compared to pbr since it’s just a simple dot product with a step which is pretty cheap, even cheaper if done in the vertex function
what about compared to unity's mobile Bumped Diffuse shader?
@white python Those look good, I think your style works really well with the limitations.
It's pretty much the same, simple dot product just without the step + sampling the normalmap
not sure how unity handles everything though since the ones we can download are surface shaders and I'm not too sure what goes on behind the scenes in though
Currently been working on my avatar, and kind of making him from the ground up to be Quest compatible, maybe adding a few dynamic features for the PC version when I figure it out.
seems like you're off to a good start
looking good!
Thanks
Especially considering I'm pretty much fumbling in the dark with all this. I went from modeling in Oculus Medium to Rotopolying it in Maya.
Now I need to go through a crash course in unwrapping, texturing, and then rigging.
Also figuring out what special effects can be used in the Quest version.
Seeing as Dynamic Bones are not supported, I'm curious what things can be done with Quest. Like I imagine you can still use the lip synching function for the model, and things that can be spun from that similar functionality.
Personally, I find the limitations kinda exciting. It's like we're working with older PS2 hardware again.
which is kinda funny considering these models are running on cutting-edge virtual reality software
Oh yeah, I love the limitations.
Forces you to be creative, problem is I never really figured out what the original limits were ;p
That's the current tradeoff I suppose, shiny new high tech gadgets, but it's still so new that most of it's power goes into running itself
Though I will admit, it's really nice being able to put these files into dropbox without worrying about filling it up, unlike my 2million tri original sculpted meshes.
specially for a self contained standalone system like the Quest
Atleast, I assume quest is a standalone thing, I've not really paid much attention to it :v
I wonder how much retopology would take get a UV compliance 3.0 hyena under 50k
It's already well under 50k if your talkin bout mine
I don't think I've got a single model that goes over 10k.
It is, yeah. Its accessibility is (hopefully) gonna put VR into mainstream use.
sorry I meant 5K
Ya, that might take a bit of work, when I looked at one of the stats, they were hovering around 7k
Yeah, long story short, the Quest is like, a standalone headset like the Oculus Go or those Phone headsets, except that it can do proper 6 degree tracking and hand tracking and such.
Oh yeah, my Yeen is hovering around 4.6k Tris
A chunk of that being the head and hands
mostly was contemplating the idea as I would give the hyenas the very good head start on the quest if they just need to apply their texture to a Quest complaint 3.0
Speaking of, while I figure out how to unwrap and texture, I might do a quick model of my armadillo character.
Good luck with the texturing! I'm trying to learn it right now, too. It's tricky, but there's a lot of potential for neat stuff.
Like, if you unwrap two sides of a symmetrical torso and place their UVs over each other, you can just use half a texture for it.
Yeah, that amount of optimization is already above my paygrade.
this is fair
Probably only really be needed if I was attempting to make something with fine detail textures pushing the limit of the software.
I keep trying to squeeze my models' textures into 128x128 images, but that's only 'cause I want to combine them all in a custom world at some point.
made a new head for my #fursona in a Super #Mario 64 #romhack now it's much closer to my #fursuit head https://t.co/OYn83MbAUo
got my fursona to coherently read in Mario 64 so I probably shouldn't have any trouble with PS2 graphics
Yeah, custom worlds are already beyond my current limits.
Not like I know what kind of world I make to be honest.
This constraint is good though, especially when I hopefully start working on my own game.
maybe start with your fursonas bedroom
@white python Quest actually has a separate chip that does all the tracking. Most of the main CPU and GPU power is going towards the games.
Not to mention the Snapdragon itself has had a lot of the pre made 'phone' chunks repurposed for more lanes and other stuff.
Also, clothing.
Kind of sculpted clothing onto my avatar, but I assume even if a mesh isn't physically connected to the model, as long as its still in the same 'file' it's alright.
Though I haven't figured out how to make single layer meshes double sided.
Actually, kind of curious how far you can push Shape Keys in Mobile VR Chat.
Like, we can do mouth movements, but how far can it be pushed. Like adding limbs or back wings you can control to 'flap' or something.
That stuff is apparently more expensive than you think
I've seen 70k poly avatars on desktop lag me out by having visemes over their entire body
I think bones would be cheaper
You can probably get rid of the fingertips and get 10 "extra" bones
But will that work for VR Chat, because the only tutorials I see have them use Shape Keys
Yes it will work, you would have to bake the wing flap into the idle animation though
Not sure why you would use shape keys to flap wings, that's not what they're made for
Shape keys linearly go from A to B, wings are far better suited to bone rotations
Well, the wings was kind of an off the top of my head example. I'm still new to a lot of this.
Though that right there is a lesson to explore a little later in development for other avatars.
Still need to figure out... ehem… jiggle physics
For things like tails and large frilly things that could probably use some sympathetic motion.
you could also use vertex displacement for that in a shader but no custom shaders
How would that work?
Like, wouldn't that add a light shimmering effect?
just a shader that moves the vertices around, works better for slight movement else you’d need to recalculate normals
Shouldn’t cause any shimmering
Ah, I was mistaken then
Almost down to 5k..... oof
See if there's any more loops around the middle of arms and legs you can trim
Like, just shy of the joints and polygons that keeps the limb in shape when getting bent about
The last 200 ~~ tris are always the hardess 
Nice!
Made a little cute owl
Dawww
2 Cute
:)
i am kinda jeally ppl seem to have such bility to make such well made and nice looking avis
x.x
Took like 8 h
I lack the artistic skill, I'm always very impressed with people who can 3D model from scratch
IDK about you guys, but I'm strangely enjoying re-topologizing my massive 2 mil tri Oculus Medium sculpts for Oculus Quest support.
I decided to not retopo a 65k model because that would be too much work. Instead I'm just taking a lower poly version of the same character
Made by someone else entirely
Try VR Sculpting
It's effectively like real sculpting but with the power of the undo button and it's less messy.
And then you just take it to a 3D modeling software and basically play connect the dots, but your also making the dots.
LOL how can you enjoy that?
It's therapudic.
Like how one enjoys sewing or nitting.
You just plop little squares on top of a model, connecting them together, listen to some music or a podcast in the background.
Oh trust me, I can understand that
i find it mildly stress full and tidious
Though, I'm also doing like, 5K tri models so it's not like I'm doing this for an entire day or anything.
Now to figure out unwrapping, texturing, and rigging
Adding a tattoo to avatars face, edited the texture but ended up having the tattoo on both sides of the face, something I can do to prevent this?
Sounds like you have symetry on?
The UV mapping is probably made for a symmetrical face
I recommend baking the atlas but re-unwrapping the face on the atlas UV map @final egret
Then you can freely edit one side
Alternatively, you can select one side of the face and give it a different material with different texture
Just make sure to then atlas after that
Also this is for the oculus quest
Not for questions
@stone bear I like the idea of sculpting but it's not really my thing either. In particular, I have deficiencies in my motor skills, which makes sculpting and drawing very hard.
If anything I'm better off with "traditional" modeling, edge by edge.
what website is it
Hi, does anyone know if the quest avatars will support the light sources like those rainbow avatars with changing colors?
Probably not, that's a shader and currently only built-in/mobile shaders can be used
Custom shaders are a bit risky because they can lag a lot on mobile platforms
It doesn't help that not many people know the ins and outs of mobile shader optimization, as evident by the number of people asking for a Cutout shader.
Oh I see, thanks.
how can i editing the texture on avatars
or how can i change the shaders to my avatars?
Hey guys, I have 2 issues, and its take 2 days to start to talk on vrchat server.
I put a avatar with eyes rig on unity, i configure him perfectly, mucles test working, but on game, the eyes wont work.
the other issue its the blink animation, on unity working, but after i upload doesn't....
The rig need to be name a certain way to the eyes tracking to work
Same with the viseme
so, my main avatar's actual model has about 22k tris, if I decimate it to 4999 with full shapekey loss using CATS' the resulting model is pretty decent looking, would it be wiser for me to just recreate the mouth visemes and blink shapekeys by hand?
or to spend 6 hours manually decimating every little bit
I checked and mouth geometry after decimation would still allow for enough flexibility
oh, creating shape keys is really that simple huh?
guess Ill be doing that then
anyone got avatars from dark souls 3?
rule 13
so, I decimated to 6k, which gave me a little more mouth geometry to work with, so now I just have to gain a thousand from decimating little by little parts of skin or clothing
cause I basically have my shape keys
Im down to 5895.....
retopology is stupid, pls kill me......
Is the 5k limit a hard number?
cause this https://utau.needs-to-s.top/2Xbc5Lm.png
Ive already done quite a few cheats on the hair
and now Ive realized that because I didnt separate my vertex groups
my shape keys are just a big mess now
Nintendo 64 cartridge tilting type shit...
back to 6k I go....
I could prolly upload at 6k
That screenshot is in reference to worlds not avatars.
Because Avatars "vision" effects everyone but a world creator that wants a 4 player experience can make one knowing it doesn't need optimized for 10+
Speaking of 5k. I'm down before 10k on Mad Moxxi so far. from 16k
it's time consuming but ya 5k is real rough. 6k would give a bit more leeway. But we will have to wait for IK fix to get more Tris if we do
Imma upload the 6k version to see how it even looks at this point
idek if my homemade visemes will work....
I have tutorials on making visemes if you need
I got the mouth ones pretty good I think
gonna try to get a Quest avatar Tutorial out by Monday cause Quest releases Tuesday/Wednesday based on what's being said
I did CATS' create visemes
and tried turning on the vrc prefixed shapekeys
and they look fine
my only hope is to go back to predecimated, decimate to actually 4999, and then redo visemes then, I could always divide the mesh a little more and then gain those tris back by doing some hair retopo, and then I could do visemes on 5k
thats really what I shouldve done, ok so, how do I divide a vertice?
i always have to google that every time i can't recall. Perhaps hit space bar and type split and look through those
I didnt understand most of it an hour ago
learning blender is really just googling for shit every time you dont know something
That's not, what I wanted to do ok https://utau.needs-to-s.top/2yK6S81.png
SUBDIVIDE
thats the one
I just swear all the time
lmao actually means laugh my ass off, so you just technically cursed
I subdivided the face up to 4948, time to remake those visemes.......
Oh me?
The face of the avatar that i work with are around 1.3k
But you dont need that much to have great motion and so on
Wat wat?
do I NEED toe bones?
Nope
wow, the model is 342kb, smaaalllllll
where are you seeing Avatar package size? just curious
I have FBT, but its kinect so I dont use it much
yes, I have a Lenovo Explorer, an Oculus Rift, an Oculus Go and I might buy a Quest.
this isnt the channel for discussing this tho
VIVE* also, while the headset is great, and the tracking is A1, the bestest there is, the controllers, are an atrocity.
currently waiting on unity to convert my 800mb project to android
so I can upload me avatar
I'd say they look similar enough https://utau.needs-to-s.top/8xWZ52r.png
I clearly cut out a few bits and bobs from the quest ver
but other than that, it should be fine
it's just an MMD model I didn't make
a really obscure one, but still
It better be smh https://utau.needs-to-s.top/4AqXArn.png
https://utau.needs-to-s.top/8MGJK1H.png we good bois
What that *watemark)
I took a screenshot in front of a mirror instead of using the camera
way easier when you have one t-rex hand
Finally....
5k Snake at your service.
too bad i can't do good at optimizing avatars for Oculus Quest (since i know nothing about model optimizations and retopology)
but i'm gonna wing it and commission someone to optimize my VRChat avatar for me
Unless you have friends with a Quest, spending money to optimize your personal avatars isn't worth it IMO.
The quest playerbase seems like it'll be small
@hushed wedge The quest playerbase will likely overtake the PC playerbase over time, as a wireless, standalone VR headset is much easier to use and get your hands on than having to buy an expensive computer and equipment first.
So long as the quest achieves what it's set out to do and brings VR gaming mainstream, VRChat will see a rising number of new players coming from the quest instead of PC.
That's just my opinion, though.
Depends on how well the game will run. VR is a niche market to begin with, and the Quest doesn't really offer anything super substantial.
In a few years' time, we can run the current generation of VR headsets on the "average" PC, anyway.
The Oculus Go already exists and I don't know even a single person who has one, outside of VRC Quest content testing.
@hushed wedge When the Quest was announced I asked if VRChat would come to mobile phones since Quest is Android anyway and Ron said that he's hoping it'll be on mobile as well as other platforms. So Quest for now is just quest but Mobile Phones (Androids) might become the next Desktop user.
Hmm, interesting
VRChat desktop on phones you say
Don't really need that many onscreen buttons but yes lol
Kuro this channel is for avatar questions for quest, go to general chat
Wonder how hard it would be to Port my Second Life avatar to the quest. Given that it's a heavily modded Avatar based on sculptys that are copy mod no tran and I lack the original source files. I'm guessing my only choice is to make use of photogrammetry to capture my avatar from every angle then run it through meshroom and pray I already tried once but failed miserably. probably forgot to turn off the flexi prims and eliminate alpha fighting.
Obviously I need to install the correct version of unity as well
And I'm guessing if I do make use of photogrammetry I'm also going to have to reduce the resolution of the mesh significantly.
ok
@long talon Even though just seeing this now the avatar is so so so ADORABLE. I wish you will have more to come!
it's not my model
ohhhh (: still is nice tho!
Do we have some 2HU models optimized for Quest yet?
hmm had to asks dose someone know how to fixs something like this i been trying but it keeps not working and im abit losted on why its doing this xD
is that the grudge
yup
xD
so basically
Getting pretty good at this lol
Left one looks better somehow, maybe because of the lack of outline