#avatar-quest

1 messages · Page 25 of 1

vapid girder
dry zealot
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hair kill it

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did you have to play with the uv alots??

jagged sequoia
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can't tell the difference zoomed out

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mind if I see the wireframes

vapid girder
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Trick is start low poly then sub divide PC version. Body was low poly.

jagged sequoia
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so that's why I couldn't tell

vapid girder
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Decimated the face on the quest then recreated blendshapes for it

jagged sequoia
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it might have been cleaner on the subdivided topology if you converted it quads before subdividing

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considering most of those triangles seem to be quads that's have been converted to triangles

vapid girder
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Was my first time doing something like this so I know that for next time.

jagged sequoia
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"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"

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copy paste it how to do that

vapid girder
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I actually did that with my first Quest model

jagged sequoia
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it'll probably animate better not trying to subdivide triangles

vapid girder
jagged sequoia
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yeah that's a lot uglier topology

vapid girder
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Had to get 9k down to 5k.

jagged sequoia
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of course personally I would have tackled at using the edge select tool

vapid girder
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I just wanted to not be Red in Oculus GO

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so that was a quick

dry zealot
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the boobs are hard to keep round

jagged sequoia
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of course but just suggesting for a long-term Avatar

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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

dry zealot
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so how about the default model they going to be available ?

jagged sequoia
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no clue

long talon
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any of the default avatars
5k polys
🤣

jagged sequoia
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considering they got them from any random place can find open license avatars

dry zealot
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better up optimize tutorial avatar too

dry zealot
long talon
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thats 5k poly? wow

dry zealot
jagged sequoia
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mind if we see the wire frame

jagged sequoia
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that topology actually looks good, good job

dry zealot
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i could delete the 2 gold accessories to get the shoe details back.

jagged sequoia
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I think the shoes look okay

dry zealot
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that one was hard compare to other. because of the zigzag skirt style and twisting hair

jagged sequoia
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you did a pretty good job of the legs don't look like they're going to break or the fingers

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what was the original triangle count

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mind if I see a wire frame of the original

dry zealot
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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

jagged sequoia
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I would say a first time attempts just leaving the face alone is okay

dry zealot
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the face is 1.3 k

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could be half of that

jagged sequoia
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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

pastel storm
jagged sequoia
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how many materials is it

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and you should give them fingers and a mouth

pastel storm
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it's 1 material lol I made it so if any mod says my avatar is unoptimized I could show them

dry zealot
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from now i think all the character with long hair and skirt is a no no

pastel storm
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fun fact, I made texture so optimal unity got confused

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had to upscale it to 32x32

jagged sequoia
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you could have a face like this

pastel storm
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u want me to go over poly limit? it's already almost 2.5k

dry zealot
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dam that hight

jagged sequoia
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but the only probably going to add a couple of hundred

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how the heck are a bunch of rectangles 2.5k

pastel storm
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who said it's rectangles

jagged sequoia
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that's how they look in the picture

pastel storm
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it's cylinders

jagged sequoia
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as they contain no lighting

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well they're currently wasteful at the moment as he can't actually tell their cylinders

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how many sides are on the cylinders

pastel storm
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in game it's better cuz it's not shadeless

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anyways I didn't expect something like 5k poly top limit

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it was supposed to be avatar to test full body behaviour with IK and viewpoint

jagged sequoia
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that's exactly what I expected 5K is the ballpark of a fighting game mobile character

pastel storm
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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

jagged sequoia
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personally I completely disagree but that just means people are going to have to put in the effort

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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

pastel storm
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uh my map with platform, mirror 3 songs and semidecent skybox already goes over quest limits

jagged sequoia
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mind if I see a picture of it

pastel storm
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dunno really what is there to see, it's sleeping map with starry sky

jagged sequoia
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did you play around with the Skybox settings as I remember the documentation mentioned something about the sky boxes

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have you modified any of your settings compared to its PC build or changed any of the texture sizes

pastel storm
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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

jagged sequoia
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or you could just have some stupidly oversized textures

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considering one 4K textures enough to completely go over the limit

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what's the file size on your Skybox

pastel storm
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im booting up unity project actually

jagged sequoia
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would you mind if I p.m. so that we're not continuing to be off-topic

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as I'm curious if this can be a 10 minutes fix

pastel storm
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1024x1024

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it's a skybox so x6

jagged sequoia
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and their file sizes and compression settings

pastel storm
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hm on disk textures are below 100kb each but in unity it's 1.3mb lul

jagged sequoia
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have you considered seeing if you can just cut it down to 2 or 3 pictures for the Skybox

pastel storm
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nah, if I feel like making it down to quest standards i will take care of it then

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and texture is made so you need all 6 fragments or it's not gonna fit at all on the edges

jagged sequoia
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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

dry zealot
jagged sequoia
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so see where you can cut out 2 bones mind if I see a picture of the skeleton

pastel storm
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welp, maybe that's my issue, I never respected console games cuz my pc could run them better and in higher detail

dry zealot
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I still have 2 bone for the chest and 4 for the hair. its full body so there a 2 in the leg unused

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and mouth eyelids

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did not make the eye bone yet. :/

jagged sequoia
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any particular reason for the bones for the hair since there's no Dynamic bones

dry zealot
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to have them move on pc idk

jagged sequoia
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okay keep them there at the moment but remove them when you're done

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on the quest version of the avatar

pastel storm
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isn't quest content isolated from pc content?

jagged sequoia
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if you upload 2 build then you can do cross-play

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one for the quest & one for PC

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so _qb is making a quest compliant Avatar and then they would put Dynamic Bones on the PC version of them

pastel storm
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guess I am gonna make my strawman as equivalent to all my avatars for quest

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ez clap

jagged sequoia
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yep that's what you want to do if you wanted to have the funny placeholder Avatar

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but the question is it in eight sided cylinder as any more than 8 kind of wasteful given the way you got the cylinders

pastel storm
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idk I didn't mess with settings for cylinder in blender I just made it cuz I had to test something

jagged sequoia
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okay I was just asking because you could probably cut your polygon with no visual loss

pastel storm
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and it's not gonna be placeholder, these avatars will never go down to 5k polys

jagged sequoia
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so might as well make your Stickman the best they can be

pastel storm
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it's excellent performance, better than afk box and loads faster than afk box, don't feel the need to do something with it.

jagged sequoia
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hope you have a fabulous time with you Stickman

dry zealot
jagged sequoia
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that would explain it

dry zealot
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What about animator nb contrain

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Low poly 2d viseme for blinking need one

still tusk
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Guys what's really the poly limit?

steel light
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5k

still tusk
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Like, it says 5k or less in the powerpoint but in the doc it's 5k recommended

steel light
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They probably still havent figured out how much the quest CAN handle, id stick with 5k seeing

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ignore the word seeing

hushed wedge
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I think the hard limit is still 70k for now, but you should absolutely not try that

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They haven't ironed out any hard limits for Quest yet

jagged sequoia
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but I doubt that limits going to get raise anytime soon

vapid girder
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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?

still tusk
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5k is too low. Why not 10k?

steel light
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because the quest is very limited

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Theyre doing the best to give quest users the best experiance

midnight cloud
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RAM and cache is severely limited on Quest compared to PC

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4gb RAM, 64gb storage

jagged sequoia
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and they want to have more than 3 people in the room on Quest

vapid girder
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I had 3 people with mirror on in my world last night on the Oculus GO

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and had 27-30 FPS

eternal moth
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4756 Poly Y-Bot

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1 material

forest falcon
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does anyone know if theres any slime avatars like the monster

long talon
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like a minecraft slime or an rpg slime?

odd ice
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so the absolute max polys an avatar can have on the quest is just 5k? like thats not just a recommendation its the max?

jagged sequoia
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from the sounds of it max

forest falcon
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like a slime rancher slime

jagged sequoia
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paint a face on metaball

forest falcon
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im not able to create avatars

stiff magnet
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What happens to avatars that aren’t compatible for the quest

odd ice
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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?

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they show as a default avatar

stiff magnet
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Ah

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Rip

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That’s gonna be a whole lot of default avatars

long talon
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which is why you need to go to public lobby

vapid girder
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@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.

long talon
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and scream at people to make even if crappy some sort of quest equivalent to their main avatars

odd ice
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alright ty!

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i really like that you can do that

vapid girder
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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

odd ice
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yeah ik i was just asking if they had to be completely the same or not

forest falcon
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so there isnt a slime avatar yet dang

long talon
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rig, size, gestures, animations should be the same

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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

dry zealot
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So we dont need another sdk right now to upload for android?

long talon
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no

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in fact, the android upload code was in the sdk for a while apparently

dry zealot
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Sneaky

rancid oriole
still tusk
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Does Quest version support Animators?

delicate cipher
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why didn't i think of that right now? @still tusk

rancid oriole
delicate cipher
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did you check the file size of the avatar?

rancid oriole
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how can i check it?

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hmm, i'll crunch compress his texture and try agian

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nope, failed again

delicate cipher
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did you try to meet the recommended numbers for your Quest avatar?

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like, really carefully?

rancid oriole
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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

delicate cipher
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hmm

rancid oriole
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also pour one out for all the mmd avatars.

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good luck with those things lmao

still tusk
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There are some mmd avatars that aren't plus 5k

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MMD Namine for example

rancid oriole
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kingdom hearts characters and probably some of the ps2 final fantasy games

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hmm, maybe it has to do with not having the most up to date sdk lol

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yup that was it lmao

opal elbow
delicate cipher
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i noticed a bit of a difference on the bottom of your avatar's shoes

opal elbow
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Yea, part of it is the camera angle but the shoes did take quite thd blow

rancid oriole
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you can afford to make shoes low poly usually since people rarely look at them

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most people pay attention to the face

fleet hollow
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great job optimizing, dude!

rancid oriole
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also pro tip, if you are doing blender decimation make sure to hit spacebar and do remove doubles in edit mode first

fleet hollow
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I wouldn't decimate; it ruins a lot of fidelity of the model

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Have some patience

rancid oriole
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depends on how far you have to go

fleet hollow
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If you have to really really scale down, you should consider retopology

rancid oriole
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of course

fleet hollow
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if you don't have to scale down that much, manually remove edge loops

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if you're new to 3d, decimation seems like a great option but i really wouldn't reccomend it for anyone here

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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

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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

rancid oriole
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i'm not new i just hate all the extra work

delicate cipher
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a tutorial can be a good idea

fleet hollow
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it's worth the extra work

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decimation looks very ugly

rancid oriole
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also back when i did retopology you had to do it by hand and it made me want to kill myself

fleet hollow
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there's some great tips! especially when working with such low poly models it's not that bad

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many topology programs and plugins let you simply draw lines for stuff line arms, legs, and body edges

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the only real time sink is the head, but it's worth it

rancid oriole
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yeah i'm aware and i've tried a few

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most of the time they produce problems like N-gons

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that was with instant mesh

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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

fleet hollow
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Same model

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Left is the retopologized down to 5k (actually 2.5k tris)

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Right is decimated down to 2.5k tris

rancid oriole
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yeah i know it has better toplogy

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perfect loops and all that

fleet hollow
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I was very lucky I still have all my topogun files in unsubdivided format

delicate cipher
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is topogun a helpful tool for retopologizing models?

fleet hollow
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Very helpful! But it costs $100

delicate cipher
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damn

fleet hollow
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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.

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:)

normal sierra
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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.

fleet hollow
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I'll look into that

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I'm not an anime avatar maker at all but people should start making quest compatible base models

normal sierra
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I posted a tutorial for optimizing complex Unity scenes for mobile in there, and a larger catalog of useful information is always welcome! 😄

fleet hollow
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Is there automatic LOD supported in unity/vrc sdk?

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Or not even automatic

rancid oriole
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in later version of unity i think

fleet hollow
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I'd be fine supplying my own meshes

normal sierra
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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.

fleet hollow
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Is it supported on quest?

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I'll gladly just nuke my models if that's an easy option

normal sierra
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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.

wraith estuary
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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?

normal sierra
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Not as I'm aware-- avatars must be ported to Quest, but you can still use any avatar you'd like.

jagged sequoia
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it just has to be 5000 triangles

normal sierra
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The recommended values for avatars are up to or below:
- 5k tris
- 1 material
- One atlased texture, 1024x1024
- 66 bones
- 10mb filesize

jagged sequoia
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thank you for the details version

normal sierra
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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.

jagged sequoia
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even after my own modeling I'm probably going to be going for 4000 triangles so I have some overhead for accessories

fleet hollow
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alpha textures do wonders

rancid oriole
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talkin bout channel packing?

fleet hollow
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Not necessarily but that's a good idea as well

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Some things like necklaces and complex hair details can look great with transparent textures

rancid oriole
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oh yeah

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alpha cutout

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transparency should be avoided though apparently

normal sierra
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Can we use channel packing on Quest? I don't think any of the mobile shaders we can use utilize it.

rancid oriole
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the only one i can think of is bumped specular where you can put the gloss map in the alpha channel of the diffuse

jagged sequoia
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none in the slightest considering I don't think there any PBR mobile shaders

normal sierra
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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).

fleet hollow
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I'm not huge into optimization with that stuff, care to explain why transparency is bad?

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Is it worth the trade off over a handful or more tris?

jagged sequoia
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so mostly just okay to use on clouds and like distant mountains

normal sierra
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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.

jagged sequoia
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the triangles are preferable as they don't require you to the transparency calculations

fleet hollow
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Ah I see, that's understandable

normal sierra
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Desktop GPUs really don't care about transparency except in the most extreme of cases, but mobile GPUs struggle with it.

fleet hollow
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I gotcha, good to know

rancid oriole
sudden sage
pastel storm
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opps wrong sectin

waxen torrent
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@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)

pastel storm
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Ouch the shoulders

sudden sage
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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

rancid oriole
gilded horizon
hushed solstice
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It's my first time today. I don't know how to apply avatar.

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Let me know. I really want to apply avatar.

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아 한국어로 적고싶다

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영어로 적기 힘드네

long talon
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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.

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if youve never uploaded avatars before, start with pc.

dry zealot
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dont say that haha

rocky matrix
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More like optimizing for Wii

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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

blazing meteor
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@gilded horizon Anytime I get that error it’s always the result of using an out of date version of blender

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Do it would help to know what you clicked with that appeared

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Jokes aside if you’re going to compare the quest to a consul it’s actually closest to a switch

fleet hollow
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I'd actually disagree since the switch has a tegra

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This just has a snapdragon 845 iirc

steel light
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Snapdragon 835*

fleet hollow
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Yeah you're right, oops

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I wish this was running a tegra

blazing meteor
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You’re talking hardware I’m just talking graphics it looks much closer to a switch then Nintendo 64 to me

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I don’t know much about hardware but I do have eyes

hushed wedge
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I wouldn't compare it to a Switch

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It's not really comparable to anything that has a proper GPU

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The Wii probably outperforms the Quest in some GPU-related matters

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But it is quite close to a Wii

rocky matrix
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the quest certainly outperforms the Wii, but since everything is higher resolution and rendered twice, it'll look like the Wii.

dry zealot
oak schooner
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Will shaders with an optimized quest specific sub-shader be allowed?

blazing meteor
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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

oak schooner
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Ah that’s unfortunate, none of those really support mmd shading

unkempt kiln
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cheap solution would be to probably use unlit and bake shading in blender or something

oak schooner
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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

dry zealot
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All i want is unlit double sided

fleet hollow
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^^

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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

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especially models from older games, where they're only 1-2k tris

long talon
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All I want is flat shading, no outlines and have it react to surrounding light hue and brightness

fleet hollow
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Matcap shading options would be great for stylized characters too

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A very cheap workaround to toon shading

oak schooner
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That’s included in mmd shading

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Mmd uses mat caps aka sphere textures (the spa and sph files)

long talon
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So pretty much the default shader but no shadows or normal maps

oak schooner
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I don’t think the default shader uses gradient ramps or matcaps

long talon
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Take Noe's shader, no outlines, toon contrast at 0. That's what I'm looking for

oak schooner
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Ah I’ve got my own which is what I’m going for

hushed wedge
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I made a really basic mobile-friendly toon shader as proof of concept but I can't use it

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It's literally Unlit Texture except darkened based on the light intensity

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That would be pretty much Noenoe with those settings

pastel storm
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Tbh all this Wii talk makes me want to use a Wii Fit Trainer avatar instead of a cat

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(The female one of course)

fleet hollow
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That made me think of using a wii for vrchat and that's kinda funny to me

rocky matrix
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Some gamecube and wii model rips would be great for the quest

pastel storm
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Luckily Wii is super easy to get models from. Gamecube on the other hand...

rocky matrix
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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

unkempt kiln
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can't talk about game rips in this server

jagged sequoia
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FairPoint sorry

long talon
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would it be easier to get my main avatar to 5k from the original undecimated model, or from the 19,999k model?

rancid oriole
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if you plan on doing retopology i would do it with the undecimated one

dry zealot
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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.

rancid oriole
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might have to just do retopology

dry zealot
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The model i work with are not mmd with 40k something so my technic work fine.

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No weird bend. Everything look the same difficult to see the difference

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Everything that dont move get dissolve so i only keep egdeloop in articulation

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I mosly keep intact the face and upper chest/shoulder area

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I keep the hand with the minimal edgeloop too in the finger

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Male are easier to work with since they dont have round chest or skirt etc

cunning hearth
rancid oriole
jagged sequoia
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are you planning on giving it a skeleton

dim berry
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I made that as a model in base vrc XD

cunning hearth
dry zealot
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Ha nice

delicate cipher
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so i'm gonna try Metasequoia 4 just to see if i'm able to optimize my avatar to Quest instead of Blender

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any tips?

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i know. i'm a noob at porting models to VRChat

dry zealot
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Dont try to hurt yourseft with very hight poly

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Better use mobile or ps2 etc type of standart

rancid oriole
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or rts games, lol

dry zealot
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Use runescpae geometry yeaj

rancid oriole
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just make an avatar with one triangle per bone

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so what's the general consensus on a substitute toon shader? unlit?

long talon
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the problem with unlit, is that well, it's unlit

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the point of unlit is to be used only on things that should be visible no matter what

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text in a map, boundaries in a dark room

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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"

rancid oriole
#

alternatively someone could just make a flat lit shader that adjusts to ambient brightness

long talon
#

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

rancid oriole
#

oh god i just realized something horrific

#

imagine big al's avatar corridors being ported to quest

#

along with every single avatar

long talon
#

oh yes

#

YES

#

(no)

oak schooner
#

That wouldn’t be difficult to write

#

Actually I think I’m going to

odd ice
#

does switching platform to android usually always take so long?

jagged sequoia
#

yes it does which is why the documentation recommends keeping two copies of the project one Android & one PC

odd ice
#

o ic

#

also im really hoping we can get some sort of basic cartoon shader for the quest at some point

odd ice
#

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?

fleet hollow
#

You should be fine, yes

odd ice
#

okay nice, thanks

fleet hollow
#

You might have better luck asking people in #go-testing since they actually are testing the android stuff

odd ice
#

ah

#

i dont have a go and can't afford a go and a quest but i wish i did so i could test

fleet hollow
#

You could still just ask if there's any special procedures since all those guys are actually testing avatars/worlds

odd ice
#

alrighty

#

well i just uploaded the android one and it was not replaced

oak schooner
dry zealot
rocky matrix
#

standard has a lot of features I need though, there were no mobile shaders with emissive or cutout alpha

hushed wedge
#

@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

odd ice
#

yeah i need cutout for the eyes and eyebrows on one of my models

rocky matrix
#

My eyes are cartoony, thus emissive. I also use cutout alpha for my feathers and mouth hole.

rancid oriole
#

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

oak schooner
#

its advised to use alpha transparency in place of cutout and keep it to a minumum

rancid oriole
#

@rocky matrix you can make standard shader a little more mobile friendly by unchecking the boxes for specular highlights and reflections

dry zealot
#

you can only have one material

rocky matrix
#

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

oak schooner
#

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

oak schooner
dry zealot
#

a basic shader like cubeshaderparadox would be great. that only what i need.

dry zealot
fickle idol
#

nice

delicate cipher
#

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

dry zealot
#

the face alone take 1.3k on the 5 k

dry zealot
#

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

near finch
#

opk so when i try to upload my avatar to vrc it just stuck at uploading assets

#

how can i fix it?

dry zealot
#

dl the last sdk

near finch
#

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?

dry zealot
#

Dont think so

hushed wedge
#

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"

rancid oriole
#

@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

normal sierra
#

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.

blazing meteor
#

Just to confirm, we cannot upload quest build of blueprints unless we own a go?

hushed wedge
#

No, you don't need to own a Go

#

You just have to build and publish with Android as target platform

blazing meteor
#

And is that all live? You can preview quest content on go right now?

hushed wedge
#

Apparently yes. Some creators like Kareeda have already been busy porting some content to the Quest

digital thicket
foggy garnet
#

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

long talon
#

they more than would

#

thats really really lowpoly

foggy garnet
#

oh, ok! I wasn't sure what the restrictions were like.

jagged sequoia
#

5000 triangles and 1024x1024

dry zealot
#

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

foggy garnet
#

These look really great! The texturing's smooth as heck

dry zealot
#

I scale up the resolution and smooth it with the site waifu2x.. they are 1024 x 1024.

delicate basalt
#

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 ^ ^`

small remnant
#

these look great

limpid furnace
#

@dry zealot which shader do you use?

jagged sequoia
#

mind if I see the wire frame _qb

dry zealot
#

@jagged sequoia scroll a little up

#

mobile unlit

jagged sequoia
#

cool

dry zealot
#

would be great to have 7.5k limit 😛

rancid oriole
#

Its a slippery slope

dry zealot
#

most of the model i use are in that area. so its a pinch in the hearts to dowcale even more to 5k

rancid oriole
#

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.

modest dust
#

Is there specification for quest models? Like what they need in terms of limited materials and poly count?

steel light
#

1 mat, and 5k polys if im not mistaken is the reccomended

shrewd fog
dry zealot
#

When the quest is out btw?

rancid oriole
#

"spring 2019"

#

but probably next month because they released the oculus go in a similar timeframe last year

quick wagon
#

@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

rancid oriole
#

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

dry zealot
#

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 ?

rancid oriole
#

no it's 3 draw calls

#

you should NEVER have more than one skinned mesh

pastel storm
#

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

dry zealot
#

i never really understand draw call

rancid oriole
#

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

dry zealot
#

i have n avatar. one rig one mesh one materaial. idk

rancid oriole
#

you have to open the profiler to see them

dry zealot
#

@lean comet dl the game and follow some forum and ya. get the model

rancid oriole
#

@pastel storm this is the wrong channel btw

lean comet
#

@pastel storm He means you

dry zealot
#

I think I have no problem with draw call. anyway

rancid oriole
#

if you have only one material and one mesh it should be fine

dry zealot
#

am always perfect rating. am perfect like always

dry zealot
long talon
#

text is squished

#

plz fixxe

dry zealot
#

i know

#

just a fast upload

#

still need to find the sweet spot if i want all the model to be the same

dry zealot
#

unity is stupid

#

how to import an image with the original proportion. google dont help me at all for some reason

jagged sequoia
#

quicker to import a picture into blender and Export that

dry zealot
#

why something so simple is so stupid

#

why not drag an image to the scene and its create a plane with it

#

I might sill edit the image. the controller is too low. :/

#

my previous version was better

quick wagon
#

@dry zealot they really good!

long talon
#

The SDK should just let you drag in a 1200x900 image before clicking upload. smh

pastel storm
#

Very very early cat, this one is just a temporary until he's fully retopo'd but should be servicable

rancid oriole
#

what's the wireframe look like?

shrewd fog
#
foggy quail
dry zealot
#

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

foggy quail
#

It just looked like an unnecessary edge that wasn't really doing anything. Could save a couple polys perhaps.

dry zealot
#

the texture is cut the the egde loop thats why

foggy quail
#

on the legs? That would be a weird part to place a UV seam at

dry zealot
#

when the texture is not that high ist a cheap ways to have a clean cut

foggy quail
#

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

dry zealot
#

in that case i to have the thigh squich i think

foggy quail
#

I tried to make a dotted line down the edge I meant

dry zealot
#

oh

#

that

foggy quail
#

yeah

dry zealot
#

the ass have more edge

#

the triangle change the number to a lower

foggy quail
#

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

dry zealot
#

i already disolve the cut in the front

foggy quail
#

ah ok

dry zealot
#

but yeah indeed so dissolve some other stuff and have an extra 25 tris to put somewhere else that i decimate or deleted

dry zealot
#

probably put some back in the sleeve so the curve look more round when bending

gleaming turtle
#

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?

dry zealot
#

Yes

#

Supose too

small remnant
#

It’s looking good

charred jackal
#

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?

normal sierra
#

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.

hushed wedge
#

@charred jackal you can make them completely different, and you should

pastel willow
#

wip quest avatar, toughts?

hushed wedge
#

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

pastel willow
#

ohdamn you right, gonna go use cubed

hushed wedge
#

Oof

#

That's even worse

foggy quail
#

Vertex lit? What, is your CPU made of transistors? Unlit or nothing.

dry zealot
#

😉

#

Would be greate to edit the brightness of unlit. The color look to vibrent

foggy quail
#

Well, there's this thing called an "image editor" 😛

tranquil wigeon
#

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

chrome girder
#

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. 😃

hushed wedge
#

@tranquil wigeon yeah pretty much

#

Maybe even lower than a 1k atlas

woven rune
#

Oh, I was about to ask the question Raindrops just answered. Thanks

hushed wedge
#

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

rocky matrix
#

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?

waxen torrent
#

Emission is mostly an unlit component

#

You can use a separate material just for the eyes and set it as unlit

#

@rocky matrix

dreamy moth
#

I spent more than 20 hours in the game on my account, but I still can not upload my characters! What to do?

dry zealot
#

play

#

on an vrchat account

#

for sometime

hushed wedge
#

That's pretty good actually

tranquil wigeon
#

thanks

tidal totem
#

Can anyone help me with getting my avatar Quest ready? I have no modelling experience. My avatar is 8k with 2 materials

pastel storm
#

what's the poly limit for quest avatars?

hushed wedge
#

There is no upper "limit" just yet, but they recommend 5k polys. @pastel storm

pastel storm
#

ok

dry zealot
#

Hace up to 10k would be soo much a time saver

#

Even jus 7.5k

dry zealot
#

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

tidal totem
dry zealot
#

Should be easy try

tidal totem
#

I don't know how to do any of this stuff, it's not my model. Someone sent it to me

dry zealot
#

Kearn how. Its fun

pastel storm
woven rune
#

@dry zealot Hey that's kinda cute. It's not quite anime and I really appreciate that

dry zealot
#

No but i edit a little those to be quest ready

#

Edit the eyes. mouth etc to have proper eye movement etc etc

zenith basin
#

cant go any lower

#

1 mat

rocky matrix
#

You can always go lower

zenith basin
#

will start looking bad i took it 10k down already lol

rocky matrix
#

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?

zenith basin
#

the legs are 1k

#

and no

dry zealot
#

Wo

rocky matrix
#

What's your wireframe look like?

dry zealot
#

The face of mine are around 1.3

#

Body is like 3k

rocky matrix
#

I got my avatar down to 4.5k

dry zealot
#

The rest. Are hair etc

#

Look at my captain. She 4.9k and she look aswsome

zenith basin
#

i took it down to 7.6

#

no more pls!!!!

#

xD

#

decimated hair and cloths

shrewd fog
#

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

dry zealot
#

Decimateci shoes

#

I disolve most of the arm and leg edge loop. I use decimination on the hair and shoes most of the time

pastel storm
#

ps2 models incoming since they all are under 5k

dry zealot
#

Or mobile. But they can range 2.5 to 10k

shrewd fog
#

What mobile characters are 10k?

delicate basalt
#

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 :<

dry zealot
#

The one I use have to much details?

delicate basalt
#

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

woven rune
#

I wish there were only models like qp's in this game instead of MMD's

rocky matrix
#

nearly 2000 polygons less but its hard to tell

hushed wedge
#

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

terse sage
#

huh, funny. Quite a few of the PSO2 costumes I've been porting over are quest ready

#

Egg Rappy is only 2500 polys

pastel storm
#

@rocky matrix is that the duck from deltarune

rocky matrix
#

its my own character

dry zealot
#

Dont say thing like that. People get really easelly trigger in those fandom.

pastel storm
steel light
#

Dont you think he perhaps hm idk designed it for the game?

pastel storm
#

i mean idk lol i just noticed

#

sorry i dont understand your animal crossing gibberish

#

jk

rocky matrix
#

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

dry zealot
#

I like it

rocky matrix
#

thank ya!

dry zealot
#

I prefer to stay in the quest channel . Less newby question .I get tired to the main channel

#

Like what is a zip folder

foggy garnet
#

IIRC, .zip is just an archived folder. 7zip or Winrar should be able to unpack it.

dry zealot
#

So what high fidelity does compair of vrchat?

rocky matrix
#

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.

rocky matrix
#

There's some features I wish they'd steal from eachother

final egret
#

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?

dry zealot
#

Look on google for reference

dry zealot
#

Pixar disney etc

lofty wyvern
#

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

empty junco
#

@lofty wyvern As far as making the avatars goes I'd recommend learning how to use blender which is a free program.

lofty wyvern
#

thank you

warped vector
#

Hello!

pastel storm
#

wait should I be using unity or blender to create avatars?

limpid furnace
#

both

delicate cipher
#

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.

hushed wedge
#

@delicate cipher set the material to Shadeless

#

Bottom right of your second screenshot

delicate cipher
#

nice. it worked

#

thanks @hushed wedge

hushed wedge
#

Np. What you're doing is manual atlasing, which should be done for desktop avatars too.

gusty patio
#

So how are full body users going to look to Quest users?

#

I'm guessing like normal feetless users?

rocky matrix
#

pretty sure that full body is visible to quest users

gusty patio
#

That would be good news. Maybe I'll make my twin then.

tardy junco
#

is there any consensus on the best toon shader I can use with cutout?

dry zealot
#

cutout kind of look bad. better use transparent

normal sierra
#

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)

tardy junco
#

what shaders do we know that are available?

#

Is it just any shader that the android build of unity supports?

rocky matrix
#

anything included with unity is whats available right now

tardy junco
#

ah ty

rocky matrix
#

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

tardy junco
#

that seems strange, since it's the easiest way to reduce geometry

rocky matrix
#

its just because mobile renders stuff differently

#

mobile devices render the screen in tiles, and transparency can mess with that

tardy junco
#

ah ok

#

better redo the face of this avatar then

hushed wedge
#

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

pastel storm
#

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

hushed wedge
pastel storm
#

oh

hushed wedge
#

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

pastel storm
#

My current rank is user

hushed wedge
#

Then you may be logging in to the SDK with the wrong account

#

Contact VRC support

pastel storm
#

I don't believe support from them is going to help honestly.

sly mantle
#

You also have to make some friends

pastel storm
#

I rather ask the community self

#

I do sweet

delicate cipher
#

any suggestions on how to make it go down a little further to 5K polygons or less?

delicate cipher
#

and it looks like my avatar's file size is still over 100MB

delicate cipher
#

forget it. i'm just gonna ditch this the hard way and commission someone to optimize the avatar for me

hushed wedge
#

@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

dry zealot
#

at that point. create from scratch dam.

pastel storm
#

I'm trying to create a meat avatar

#

but blender is fucked up

#

I'm restricted to 100 polys

dry zealot
#

a what

pastel storm
#

Meat

loud thicket
#

vinesauce meat

dry zealot
#

the fur/feathers itself take 1k lol

cobalt isle
#

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 ?

cobalt isle
vapid girder
#

Quest doesn't support animators sadly. Which you used to enable everything after the scan :(

dry zealot
cobalt isle
#

fug i dont have this most optimised avatar project on unity anymore either because that hdd died couldnt recover all oh well

shy pike
#

I don't think an Avatar with nothing would ever get accepted to be a default :p

steel light
#

<@&397642795457970181>

#

I was tab scrolling and unexpectedly saw that

#

Tyty

clear yoke
#

<3

steel light
#

<333

white python
#

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

vapid girder
#

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...

hushed wedge
#

A PS2 model with 10k tris? Jeez

rocky matrix
#

@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.

pastel storm
#

@vapid girder just use ps1 lara

vapid girder
#

Nah I'm not that lazy/cruel. Plus this is really teaching me stuff.

pastel storm
#

oh well i sent you a link to the ps1 model

#

nvm lol

#

@vapid girder just ignore the model I sent you then

unkempt kiln
#

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

rocky matrix
#

what about compared to unity's mobile Bumped Diffuse shader?

vapid girder
stone bear
#

@white python Those look good, I think your style works really well with the limitations.

unkempt kiln
#

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

stone bear
#

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.

jagged sequoia
#

seems like you're off to a good start

rocky matrix
#

looking good!

stone bear
#

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.

foggy garnet
#

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

stone bear
#

Oh yeah, I love the limitations.
Forces you to be creative, problem is I never really figured out what the original limits were ;p

white python
#

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

stone bear
#

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.

white python
#

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

jagged sequoia
#

I wonder how much retopology would take get a UV compliance 3.0 hyena under 50k

white python
#

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.

foggy garnet
#

It is, yeah. Its accessibility is (hopefully) gonna put VR into mainstream use.

jagged sequoia
#

sorry I meant 5K

white python
#

Ya, that might take a bit of work, when I looked at one of the stats, they were hovering around 7k

stone bear
#

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

jagged sequoia
#

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

stone bear
#

Speaking of, while I figure out how to unwrap and texture, I might do a quick model of my armadillo character.

foggy garnet
#

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.

stone bear
#

Yeah, that amount of optimization is already above my paygrade.

foggy garnet
#

this is fair

stone bear
#

Probably only really be needed if I was attempting to make something with fine detail textures pushing the limit of the software.

foggy garnet
#

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.

jagged sequoia
#

got my fursona to coherently read in Mario 64 so I probably shouldn't have any trouble with PS2 graphics

stone bear
#

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.

jagged sequoia
#

maybe start with your fursonas bedroom

rocky matrix
#

@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.

stone bear
#

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.

stone bear
#

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.

hushed wedge
#

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

stone bear
#

But will that work for VR Chat, because the only tutorials I see have them use Shape Keys

hushed wedge
#

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

stone bear
#

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.

unkempt kiln
#

you could also use vertex displacement for that in a shader but no custom shaders

stone bear
#

How would that work?
Like, wouldn't that add a light shimmering effect?

unkempt kiln
#

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

stone bear
#

Ah, I was mistaken then

vapid girder
white python
#

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

vapid girder
dry zealot
#

The last 200 ~~ tris are always the hardess iris

vapid girder
pastel storm
#

Done by the artist Volpebox who made my PC model too ^_^

rocky matrix
#

Nice!

wild goblet
stone bear
#

Dawww
2 Cute

ocean tangle
#

@wild goblet OMG sooo adorables

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wild goblet
#

:)

ocean tangle
#

i am kinda jeally ppl seem to have such bility to make such well made and nice looking avis

#

x.x

wild goblet
#

Took like 8 h

ocean tangle
#

wow sounds about right

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XD

hushed wedge
#

I lack the artistic skill, I'm always very impressed with people who can 3D model from scratch

stone bear
#

IDK about you guys, but I'm strangely enjoying re-topologizing my massive 2 mil tri Oculus Medium sculpts for Oculus Quest support.

hushed wedge
#

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

stone bear
#

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.

ocean tangle
#

LOL how can you enjoy that?

stone bear
#

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.

ocean tangle
#

oh? cuz i find it not at all

#

xD

stone bear
#

Oh trust me, I can understand that

ocean tangle
#

i find it mildly stress full and tidious

stone bear
#

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

final egret
#

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?

stone bear
#

Sounds like you have symetry on?

hushed wedge
#

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

final egret
#

I'll try that

#

and my bad

hushed wedge
#

@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.

stone bear
#

Very very interesting.

#

Never considered that.

icy trout
#

what website is it

split vine
#

Hi, does anyone know if the quest avatars will support the light sources like those rainbow avatars with changing colors?

hushed wedge
#

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

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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.

split vine
#

Oh I see, thanks.

feral copper
#

how can i editing the texture on avatars

#

or how can i change the shaders to my avatars?

cinder tinsel
#

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....

dry zealot
#

The rig need to be name a certain way to the eyes tracking to work

#

Same with the viseme

long talon
#

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?

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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

stable nova
#

anyone got avatars from dark souls 3?

long talon
#

rule 13

long talon
#

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

long talon
#

Im down to 5895.....

#

retopology is stupid, pls kill me......

#

Is the 5k limit a hard number?

#

Ive already done quite a few cheats on the hair

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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

vapid girder
#

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

long talon
#

Im just gonna go shoot myself if you dont mind then

#

this is way too hard

vapid girder
#

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

long talon
#

Imma upload the 6k version to see how it even looks at this point

#

idek if my homemade visemes will work....

vapid girder
#

I have tutorials on making visemes if you need

long talon
#

I got the mouth ones pretty good I think

vapid girder
#

gonna try to get a Quest avatar Tutorial out by Monday cause Quest releases Tuesday/Wednesday based on what's being said

long talon
#

I did CATS' create visemes

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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?

vapid girder
#

i always have to google that every time i can't recall. Perhaps hit space bar and type split and look through those

long talon
#

I didnt understand most of it an hour ago

#

learning blender is really just googling for shit every time you dont know something

#

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.......

vapid girder
#

Oh me?

long talon
#

I did it, I have mouth visemes at under 5k

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I was saying, to the upload train!!!

dry zealot
#

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?

long talon
#

do I NEED toe bones?

shrewd fog
#

Nope

vapid girder
#

no

#

i always merge them

long talon
#

wow, the model is 342kb, smaaalllllll

vapid girder
#

where are you seeing Avatar package size? just curious

long talon
#

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 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

dry zealot
#

What that *watemark)

long talon
#

I took a screenshot in front of a mirror instead of using the camera

#

way easier when you have one t-rex hand

vapid girder
vapid girder
delicate cipher
#

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

hushed wedge
#

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

deft herald
#

@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.

hushed wedge
#

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.

vapid girder
#

@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.

hushed wedge
#

Hmm, interesting

midnight cloud
vapid girder
#

Don't really need that many onscreen buttons but yes lol

small hawk
#

oof

#

u guys use steam ?

vapid girder
#

Kuro this channel is for avatar questions for quest, go to general chat

last flower
#

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.

small hawk
#

ok

pastel storm
#

@long talon Even though just seeing this now the avatar is so so so ADORABLE. I wish you will have more to come!

long talon
#

it's not my model

pastel storm
#

ohhhh (: still is nice tho!

foggy wadi
#

Do we have some 2HU models optimized for Quest yet?

pastel storm
#

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

pastel storm
#

so basically

vapid girder
pale stream
#

Left one looks better somehow, maybe because of the lack of outline