#avatar-quest
1 messages · Page 28 of 1
you act like reading your fps is gonna fluctuate so much that you can't make a reasonable estimate
So unity is the one to use for making avatars then?
don't be so obviously unreasonable
You are being pretty unreasonable to them
@viscid bloom You can use any 3D creation application to make models, etc, but it must be imported into Unity.
No, Mimi can't run the profiler on Oculus Quest. No user can. However, debug/dev builds can. I've done it myself
Okay, I'm new as of quest, and wouldn't mind seeing about making some avatars but I have little to no experience with that type of thing
come to my world right now
quest user waiting here
come try it out in person
with this guy telling you
don't rely on a profiler when you have the actual game
The profiler is literally a view into the inside of the engine and every little single tiny thing that could cause lag. yes, driving a mustang around a racetrack will tell you if it runs fine. but you should always ALWAYS diagnose the motor manually.
90% of vrc models are mmd and thats why most people do decimate them down for quest but you can only decimate so much before the model just looks like trash.
Limiting opttions and killing the community
the game itself is the only place to get the actual impact you see ingame
stop typing and log in and talk to em right here
I will note that the profiler is running the application-- that's where it gets its data from. But this is nitpicking.
decimate without keeping shapekeys, retopo for an hour, make your own shape keys.
beautiful result on basically 90% of MMD models.
how do you upload for quest avatars? It's saying the standard shader of unity is not supported?!?
You have to use the Shaders included in the SDK under the VRChat/Mobile category.
Nope!
the fact that there is even an internal discussion means that you aren't able to make your decision based on this profiler alone
You can use anything on worlds, but be careful with it 😃
come see it ingame right now
Hey, is there like an official tutorial for going about making good avatars?
It's recommended to use the vrchat lightmapped shader tho
before these guys run out of goddamn batteries
imagine not keeping your quest plugged in
@viscid bloom Not official, no, but there's a ton of community videos. We have some "official" videos but they're quite old, the Community outran us with tutorials pretty quickly
@viscid bloom if you want to model from scratch, there are tons of blender toturorials out there. like, so many great ones. you can search for anything you want to do and probably get too many results!
Okay I'll have to check some out then
we're waiting here in the world you removed @fluid kiln
My personal recommendation is Surfaced Studio's Blender 2.8 Crash Course
I appreciate the effort, but I am not the person to convince
If you have feedback regarding the proposed Quest limits, I suggest you make a Canny post for discussion
you are the accessible person who decided to come chat with us at all
Yes, I am the Community Manager, so that is part of my job 😃
canny is the best way to be heard. arguing here will get you literally nowhere
come manage this quest dude
The best way to get heard is to make a Canny post discussing your viewpoint, issues, and proposed solution
we're not gonna get handwaved away to canny during this extremely limited timeframe
this is something that can't be sat on and muddled over while people forget the avatars they had
you have the time to shit talk with someone how bad my taste is in an anime i didnt watch while drooling over removing the world
but you can't come in game and say hello and have a guy tell you to your face that the profiler is wrong
Talking in circles until you get your way isn't going to solve anything either
yes i know im being hard on you and probably make it difficult for you to stay professional
but you don't need to act professional my dude
no one is going to join you, so, canny is your only choice, unless you dont care about being heard at all, then go ahead and ignore the canny
i don't care about you being nice to me if im talking to you like this, i'd rather there be action than i get treated like some 'customer'
Making a post on the Canny is hardly being "handwaved" away. Every post is read by the team. I personally went through this morning (on a weekend, dang it) and read/summarized/moved around a few posts. Attempting to argue here in this channel will get you nowhere but spin your tires.
If you suspect that something is wrong with the Unity profiler, I strongly suggest that you submit a bug report to Unity themselves! It is very important component of the Unity editor. Having something malfunctioning with it would suggest something is wrong with the Unity game engine.
profiler for unity version that's 2 years old
submitting a bug for it
because the devs don't wanna just swap a few avatars ingame to see
im being memed right now aren't i
uh how does one use the mobile shaders? It doesn't allow me to just drag it onto the model, unless I'm lookin at the wrong area, this was the only place named Mobile in the sdk
Unity 2017.4.15f1 LTS was released November 12, 2018, but I understand that the year is confusing.
@neon otter Select it on your model's Material.
oooohhh 🤦
I have blender models and no actual changeable materials
Oh! You'll need to change the import settings for your model.
the year in the unity version numbers have nothing to do with the year the version was relesaed
@neon otter if it doesn't let you change it at all then extract it from the prefab
by clicking on the model in your asset list, then the material in there
Select your model in your Assets, and click the Materials tab in the Inspector. Choose "Legacy (external materials)".
what import settings?
There's other ways to do it but that's how I go about it, I like having external materials
ah got it
I went ULTRA HARDCORE on optimization and still got this. if you tell me 5k isnt enough I'll scream. https://bocchi.is-pretty.cool/3bE4L81.png
You could put a normal map on the skirt and get some shadowing to fake "ruffles" i bet 🤔
there's still a few things I wanna fix in the atlas
come right now tupper
buttons are too spaced out and skirt pattern doesn't line up right
and say hello to a quest user ingame
you can't force tupper to join the game
They already said they wouldn't. And that they are a community manager...
it won't change anything even if he does join, I believe you've made your point abundantly clear already.
1 week from now: patch comes out, 7.5k limit, all the quest users are mad
2 weeks from now: quest users calm down, they don't bother trying
I'll be here laughing, pointing fingers and saying "I told you"
3 weeks to 2 years from now: everyone on quest is still using banana people or spending $50 on booth for a decent quest avatar (or spending weeks to months learning blender to get something decent)
i can pump out 100 optimized pc avatars a day if i spent all day doing it
good luck getting one 5k poly avatar out of an amatuer in their lifetime that looks decebt
are they gonna be of quality, well polished
Hi I’m a quest user and I use 15k polygons and I run to 30-40 frames and when I run the public avatars I usually get to 40-50 frames
i've invited you to my world several times but you never came earlier @long talon
but they all perform great on both PC and quest
uh is this normal?
I put on a mobile shader and it just turns my material white
if you mean yesterday, I was on beta, hanging out with the index controller gang
better than the quest 5k avatars that are publically available, measurably.
if you mean earlier today, I havent even booted vrchat today
yesterday my world was already made private by tupper
after talking about how much he hated KnJ :^)
5k avatars are basically only the public avatars obviously there will be others but there be bad too
come hang out @long talon
@neon otter keep in mind that we also recommend 1-2 materials max for Quest avatars, it looks like those models have dozens
you dont have a right to a poor optimized avatar because it's "hard" to have an optimized avatar. use one made from someone else if you cant make one yourself
and stealing off DA PC avatars isnt a right to you either really
oh, it was because I made some models based on sprites that are supper low poly, but came at a cost of lots of colors >~<
Still nothing
they are more optimized -regardless- of poly count when they are causing better performance than the hand picked public ones the devs chose for quest users.
oooooh, I think I know what's happening
come see for yourself.
this is standard shading
is every material untextured with a different diffuse color?
I believe Shotariya's MatCombiner actually lets you atlas that
dank
I've never used mapping much or at all, i've always just color things in blender with materials >~<
load it back up in blender, click the generate atlas button under optimization in CATS'
look into using this: https://github.com/Grim-es/material-combiner-addon
@shy pike come add me as a friend and check it out yourself instead of talking shit about 15k polys
k
if you want to try, I recommend trying a gradient texture set! it can be neat looking if you want to put the effort to trying it
no thanks
nab, I understand your frustration, but you've been given a pathway forward. Make a post regarding the issue on the Canny. Continued discussion here is neither productive nor will it cause change.
it's productive when im being told by mods that my avatars are unoptimized without them ever seeing them
same with you removing it for the same arbitrary reason instead of actually testing performance
you guys don't just need a note somewhere with some votes telling you people's thoughts, you need to be convinced yourselves with your own eyes
the only way for that is to come see
ps. love your worlds creepers, need more oneshot people in vrc, or if there is they hide
Although I appreciate the feedback, we do have applications and bots that are designed specifically to rate performance and return results. That is how worlds are scanned for avatars with poor performance when they're reported as such.
Once again, further discussion here is not only non-productive but disruptive to other conversations. Please make a post on the Canny.
"applications and bots"
bro
log into the game
on quest
use a public 5k
use one of my 15k
look with your mark II eye balls
i understand that being unreasonable to do every time for every avatar
but bro
I wasn't precisely clear with my post before, so I'll make it more clear: Please either make a post on the Canny and stop the discussion here, or you'll be forcing me to take moderation action here on the Discord. You're disrupting other conversations in a development channel with a non-productive topic.
sigh
I tried combining and it's just being a pain, I need sleep
@neon otter if you want to try something new, you can always try something like this https://www.patreon.com/posts/non-gif-version-8043700
in blender, its, "project from view" while in ortho front view
well the material combiner . . . isn't see my material at all
and I just, was hoping this would be an easy process 😪
Is there ever gonna be a transparent shader for the quest or is it too much for it to handle?
This is what I currently got
Am I doin something wrong?
I can always edit the texture, but having a transparent shader would be nice
@full gazelle on PC, cutout is pretty much free, but, on mobile gpu, its very expensive. transparent is also expensive too. there is no provided shader, for avatars, that does either
Isn't it because you don't have textures on your materials? @neon otter
If you make an atlas with textures in your materials it should work
But that's just me assuming things
it's all materials, I dun really know how to work with textures
goodness this is just frustrating, I'm gonna get some sleep 👋
I guess i'll settle for a world being oculus quest with pc avatars, just saying showing that is not helpful, there is probably a few more step in there and I don't know what I'm doing. I've created textures, still nothing. I don't know what steps you did to get a combined image, or where those tabs or selections in the first image even are
So, does anyone have a legend of Zelda "Link" avatar yet? Only one I have from Zelda is theask sales man from Majora's mask
Ye it’s pretty nice
is it OK to post a canny link here for the issue discussed earlier?
i didn't get a response but i think it's worth sharing to let anyone who was interested earlier know: https://vrchat.canny.io/feature-requests/p/quest-avatar-limits
I don't know if this is the right channel for this but I thought about making some of my models Quest compatible, which I did and they're well within performance marks but I get this error as soon as I hit Upload?
Any ideas?
any errors in the console tab?
sec
ApiFile file_b046a1fe-b2ca-4489-a094-a5dc27708405: Error: Failed to optimize file for upload.
Not supported on ANDROID platform.
UnityEngine.Debug:LogError(Object)
VRC.Core.ApiFileHelper:Error(OnFileOpError, ApiFile, String, String) (at Assets/VRCSDK/Dependencies/VRChat/Scripts/ApiFileHelper.cs:1425)
VRC.Core.<UploadFile>c__AnonStoreyA:<>m__5(String) (at Assets/VRCSDK/Dependencies/VRChat/Scripts/ApiFileHelper.cs:327)
VRC.Core.<CreateOptimizedFileInternal>c__Iterator1:MoveNext() (at Assets/VRCSDK/Dependencies/VRChat/Scripts/ApiFileHelper.cs:1206)
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
your vrchat sdk is up to date?
Let me check
somebody told me this in a comment on a video i made about uploading avatars for quest
"inactive meshes will be counted towards total poly count eventually" -Tupper, I think
also, didnt you make the troll tutorial?
if you cant read it it says animations work, hand emotes are triggered secondary meshes are fine... i thought i read we aren't supposed to have those on quest avatars though.. was i wrong to tell people not to use these?
animations are fully supported
i made two obvious meme tutorials and two real ones
but it's recommended to bake additional objects into the main mesh
and set them up as blend shapes
ok animation overrides with shape keys work but not actual animations right?
as long as you're within the other limits, animations work. so yeah, no additional meshes, materials, animators, particle emitters, lights.
but technically
the guideline says 1-2 meshes/drawcalls
recommends 1
so you CAN use an extra thing
eh id rather tell people 1 is all thats allowed than if thats the recommendation
its just better not to if not needed
yeah
basically, if you really need the object to be detached from you, use a second mesh
otherwise always bake
ok cool
my bad my bad
"You should only ever have one Skinned Mesh Renderer on your avatar. Any accessories or additions to your avatar should be done in 3D editing software like Blender, and merged into the original mesh. Any animations or movement should be handled via shape keys or bones."
"You should be aiming for 1 material on your avatar, although having 2 in cases where you need a different shader variant may be permissible."
mixed up meshes and materials
its 9am, havent slept in probably too long
ok i dont think i said anything wrong then
ill specify that shape key animation overrides work
thats more of an omission than misinformation
that i didnt mention that
yeah
but yeah, obviously blendshape animations work, otherwise you couldn't even make avatars blink.
i just added this to the first line in my description
*Animation overrides work for blendshapes (and visemes, etc)!!!*
I think that takes care of it lol
thanks for the help that also allows me to add a little more to my models
i would but they cancelled annotations on youtube
What are the supported shaders for Quest?
avatars can only use shaders in the VRChat/Mobile category, worlds can use any shader within reason.
for anime and cartoon models, the toonlit shader is recommended, it looks slightly weird inside the editor, but fine on Quest.
That's odd, cause I'm getting this message.
switch to VRChat > Mobile > Diffuse
also, lol that exact 5k
of course 😄
perfectly balanced
Triggered secondary meshes via hand emotes work on Quest. is this something that is discouraged? The uploader does not stop it at all.
Supposedly it's discouraged. Using shape keys to trigger it instead (having it on the same mesh) results in more polys but less drawcalls
As long as it's on the same material of course
Quest avatars really oughta be 1 material
But for a gesture-activated object it's not quite as bad since it won't be on all the time.
well it's an identical material but it was on a different mesh render
using a different part of the same atlas
I guess it could be a shape key but then i need another bone
I don't actually know how that's handled, but I think it's still two drawcalls
You only need another bone if you intend to animate it
Otherwise you might as well just weight it to the hand
I guess that conveniently also forces me to include it in the total try count 😛
and now I just had ideas for a working gun on Quest with bullet animation controlled with bones
question does any of the mobile shaders support the ability to turn off backface culling or is that to costly for mobile
I believe it's too costly
they'd have it on otherwise
just duplicate and flip ¯_(ツ)_/¯
you can go over 5k within reason if required
may have to then
still got around 3,500 tri to work with
no need to have more then 10k in my opinion
8k 😦
like half of the tri are on the head
spiky hair and all double sided mesh since there is no backside shader
Mind posting the wireframe?
Body seems to have a good amount of triangles, maybe something can be cut away but it looks fine
Face of course is the main culprit and can be reduced a lot
But you'll have to recreate visemes from scratch so unless you know how to do it, you'll be without them
Toes look a bit too dense... They could be simplified I believe
I can cut the tri of the face half and we wouldnt notice
Anime faces are mostly flat. If you reduce that and notice too much difference, then you are removingf triangles wrong
I mean of course it will look simpler but it will still look very good. If it looks crap, there's another kind of problem
the culprit is the hair to be honest
Yeah these are very dense too
Ouch, indeed.
With some manual work these can be easily reduced to almost half anyways
You'll have to retopo manually and reassign UVs
insert surprised pikachu meme here
Yep indeed
The first guy who comes out with a Quest optimized default MMD avatar plus clothing and items, will be the absolute winner of this time
holy shit aev was gonna ask you the other day if you were gonna get quest ready
hot damn
Pretty happy with how well it came out
the icon for vrchat quest is finally accurately depicting that version of the game
lol
I had a previous upload of it for testing, but it wasn't remotely acceptable for a good Quest avatar
This is definitely good
Do the mobile shaders support texture alpha? Wanted to keep the translucent lens on my avatar's glasses if it's possible
no transparency or cutout for avatars
oof, aev raising the bar
back to blender >.<
Alright, thanks for the info!
Good job Aev, looks great!
Hello other @queen moth
I found an avatar online with transparent glass lenses, did they use the Particle shader maybe?
Aev you can shave off a bit more polys by deleting the ears under the hat since you're keeping it 
Just found an avatar that can go invisible on the quest. It was 7k poly
7k is fine
oh god tempo, youre gonna get aev down to like 1k poly, still looking the same.
we're gonna have Aev on PS1
I am still hoping to come across a good link, midna, and male character model that just clicks for me
you like big guy
for you
Just an average dude, maybe something cool about him
Young,old,mature,innocence
Give more
Go on my map. Kinds raid avatar. There is a vampire in jacket. You might like it
Is there any less intensive way to mimic ambient occlusion on mobile or is there no hope for that at all
I can't do either of those with the way I uved it
Actually also Blender let you handpaint on the model if I remember correctly
Then there's no way
Not until vertex color shaders are supported, in that case you can bake it in the vertex colors
Will just have to wait then for that and use a better shader on the pc version of the avatar.
Thanks
No problem!
@cyan spoke https://docs.vrchat.com/docs/quest-content-limitations several of the vrchat provided quest shaders support vertex colors
@dry zealot I think I was on your map complementing that vampire lol. I'm looking for something that's a young adult, normal height, dude, maybe mixed with dragon anime boi is alright
Hey guys. I'll be uploading my first avatar soon. 6500 poly, ran the thing through Mixamo, Tagged the correct parent as Chest, Upper chest is left blank. Currently no texture and just a basic material on it. Are there any common pitfalls I might run into and need to be aware of?
I've gone through the tutorials and things, but since I can't really test it out, I'm not sure what I can do aside from wait.
Just checking to see if there's anything super obvious I missed.
If anything, I'll run into animation problems, I assume, since I didn't do much in the way of actual work there
that was fast
@distant nymph ah cool, I didn't see the updated documentation. In this case @outer tide you can use vertex colors for the AO
Can I use the legacy shader for quest avatars ??
You can only use the Shaders under VRChat/Mobile on Quest avatars. For more info check out
https://docs.vrchat.com/docs/quest-content-limitations
This page will describe various limits in place for the Oculus Quest version of VRChat. These limitations are in place in the interest of performance, user safety, and discouraging malicious behavior. Find more information about limited components on our [Quest Content Optim...
It was your world I met you in, I use that vampire half the time now
Oh cool, will have to try them out later then
Again thanks
Just finished my avatar for quest 😄
Really should of used vertex painting more before because for what it does it is pretty good coinciding the whole coat is 1 white texture with no shadow.
Again thanks for reminding me it existed and can be used on quest.
is it still not possible to use semi-transparent textures for quest avatars?
nop, no transparency or cutout
@iron raptor Did you texture the model with shadows yourself or use something like ao baking? I love the look of the shading.
@prime imp I drew in some soft shadows on the pants, armpits, wrists, neck, and face to because on quest version it’s completely flat lit so it makes it look a lot nicer.
Some good ol photoshop painting on the UVs
Hand painting the model is so cool
question about quest avatars. If we don't meet requirements does the server just send a "grey robot"
because i may have 2 materials
2 materials is okay in certain circumstances
we have poly space for about 10 avatars if a world is 50k poly and each avatar is 5k poly
but quite a bit more in drawcalls
even if a world uses 50 drawcalls hitting the max
you're still left with another 50 drawcalls according to Oculus' Android recommendations
I would suggest to not use material combiner when trying to optimize your avatar. Found an Atlas Texture add-on that's even simple and works. This website had a walkthough of how to do it too https://blender.stackexchange.com/questions/66710/is-this-workflow-for-texture-atlas-ok It reduced my material count from 10 to 1 material
I 200% dont understand fuckall what youre going on about, MatCombiner has always done a fantastic job for me.
I tried using it and it just doesn't work
the cats mat combiner is pretty bad
found this other addon and I can get things done in 4 steps. I couldn't find a guide or anything on how to even use MatCombiner
it trashes your texture quality immensely
the cats matcombiner wouldn't even reconize my materials
finishing up the visemes on my quest version of the shiba inu avatar
im happy i got the nose to wrinkle durring "sniff" on this model
look at that angry boi

It's so neat to check this channel and see the different stages of people's creations, and then to randomly happen upon them in VRchat. It's really cool
I uploaded this model fine to quest but on PC I get this error
And I don't know what to do to fix it or if I can do anything
All the mat combiner does is stack the UV shells of identical materials so that you don’t need multiple materials for two of the same mesh. It can be useful for a MMD model or something with like 12 materials but doesn’t do fuckall if there’s like 2 or 3 materials
"ha. bah dah gah."
Cause I’m at 9999 rn I could probs take the hair down a notch
this makes little to know sense to me. its how to fix the material combiner on cats in blender
this tutorial can walk you through atlasing it’s a lot more material efficient than the material combiner
https://youtu.be/0cSesu_zkQQ mb it’s this one
Oh! Crap! I missed a super important part! At the end, you have to delete the original "UVMap" under the Data tab (under UVMaps), and rename the "TextureAtla...
Please read the description in that video, I left out a very important step at the end D:
Shotariya's combiner shouldn't lose resolution, as it simply puts the images back side-by-side. however, if your texture isn't a power of 2 resolution, Unity's import settings will cause it to scale down oddly
It also can be odd when working with models with absolutely awful initial materials (in other words, most MMDs)
I made my own texture atlas tutorial as well, although keep in mind some of the advice given there is not recommended for mobile (i.e. 4k atlases are too big for mobile)
yeah, the numbers given in that guide are irrelevant for Quest. You should never have a 4k atlas on Quest
1k is what you should be aiming for
If you fit your UVs together tightly enough 1k should be plenty.
Well admittedly, you will probably have to sacrifice texture quality somewhere if you're not texturing it yourself
But that's fine
Hey Tupper, I managed to reduce the material counts for my avatars by manual texture atlasing. Although I see you made a video after I finally acomplished this 🤦
but is it normal for the texture to get worse the further out you go?
far away view
close up
vrchat has some strong LOD settings for textures it seems like so if you're using a new lower res atlas it's possible that it's just that bad from far away
you can use nvidia inspector to force negative LOD bias and get higher res textures at all distances in vrchat, but it'd be nice if we just had ore settings
I mean it's a 2048 by 2048 texture that the atlas made
yeah, i have a big 4kx4k texture image on a wall in my world and it's very noticably blurry even at several arm lengths because that's how extreme the LOD settings are
and since my voxel makin is weird this is how it turned out
i forgotten how much i hate UV unwrapping. ..ugh
try making your textures unfiltered
is there a way to not have this getting worse as you go out? I not quite sure how to fix textures
just a tad bit of a noob with no texturing knowledge
@neon otter That looks like mipmapping weirdness? I also had those issues with some methods of saving DDS files, if you're using that.
Also that atlas is uh
insane
haha
You could probably have a 128x128 PNG as your atlas with a few small squares of color
@twin pebble even as an amateur i'm glad to know UV wrapping is just eternally garbage
probably could I just did a walkthough for a textureatlas addon and it produced that . . so I wasn't gonna complain
I'd try using Shotariya's plugin if your materials are just diffuse colors
it will shove all the verts into the correct block and make a tiny atlas
this was the one I tried https://github.com/BinaryPeak/blender-texture-atlas
and this had a walkthrough of how to use it https://blender.stackexchange.com/questions/66710/is-this-workflow-for-texture-atlas-ok
I tried using that material combiner and it's just confusing and I couldn't seem to find any help online either
and anything I did find the overlay was different for them. Like where it would say create atlas in cats plugin mine said save atlas. And it would just never get my list of materials (╯°□°)╯︵ ┻━┻
Also when I try to use the material combiner itself and I choose a material, it just doesn't show up
what do I do, to make things better?
Quest players are telling me that they see one of my quest models all black
At some point i just use photoshop and put all the texture on one and rescale the uv in blender
In blender delete the material and make a new one maybe
ok, I messed with the texture import settings in unity and switching it from default, in the inspector, to anything else seems to have stopped the weird mess it makes from afar
Does PC and Quest avatars need to be exactly the same like with worlds?
The difference I have atm, is one has less materials and one has more. With the less one built towards quest, but I'm also doing cross compatibility
You can upload a cube if you want for the quest with the same id
there needs to be certain bones tat match to avoid issues with IK i think
otherwise they can be very different
you can reduce bone count quite a bit since quest doesn't have dynamic bones, so consider at least removing those extra ones
I got it down to 6999 tris 👏 😎
you're most likely within limits now yay
i hope the limit will be 8.5k and not 7.5k 👀 cant get any lower without destroying face/blendshapes, to much of a noob .-.
what do you mean?
I got down to 4.5k easy
good for you
i dont know how to do that because I only know some blender basics and dont have much time for that
i just cleaned up my mesh and decimated it
atleast quest user can interact with me (for now)
It's kinda half interaction if they can't see your expression though. I suggest investing some time in learning blendshapes... Worth it.
Also, not as hard as it sounds
mmd come with blendshapes
id rather have 8.5k polys instead of 7.5k polys but no blendshapes and me having to recreate them from scratch
well if the limit will be 7.5k~ its not my problem anyway, its the quest users beeing at an disadvantage so
¯_(ツ)_/¯
Hmm. Even if it's easy and takes an hour it's still a pain in the ass.
With this mindset you may just ignore doing the Quest version anyways.
Just separate the parts that are affected by blend shapes, decimate the rest and remerge
That is the F.U.C.K method
Short for Fast Unrestricting Clean K
its the quest users beeing at an disadvantage
That's because the creator wants to put them at disvantage. ¯_(ツ)_/¯
thats what I did baka
left the face intact with blendshapes
@cyan spoke thats the stupidest mindset, good job on that one
atleast I put in a little effort into making THEIR experiences better, I could have done nothing at all, glad people like you exist, disgusting
Care to explain?

The answer is exactly in the thing you just wrote. The experience of a single player depends by other players. It their experience is bad, it's your fault.
Oh now where's the "omegalul" emote when it's needed....
You clearly don't know how videogames are made, don't you. Even less with hardware.
It's fine anyways
To each its own priorities
"You clearly don't know how videogames are made, don't you." alright dude, made me laugh, been making games since 5 years now but yeah, its fine anyways
wish I could pin your comment
"if their experience is bad, it's your fault." 😂
Personally I've been working fulltime in the game industry since 2011
but yeah, thanks for reminding me that most people are like you , i wont give a shit about quest anymore, let them see the grey boy
why should I waste my time
in the end its my responsibility
I know a thing or two about that, but anyways. If you don't have time or will to squeeze some blendshapes in a lowpoly avatar, how can be a developer's fault?
seperate the platform
there is a reason there arent many mobile & vr crossplay games
dont you think
Can you list those?
no, thats why i said "there arent many"
because i dont know any , its the devs fault for doing cross play ,and then your fault for putting the fault that the mobile users can not see desktop avatars on the desktop users
if any other big dev would do something like that, the outrage would be immense
as a "fulltime" dev since 2011 you should know that but oh well
not every dev is a good one, maybe you should rethink your career choices
Now let's pin that : D
if you cant understand a simple thought process like that
Well this is a very elaborate explanation for you not having the will to learn blendshapes! I'd stick that to my desk
We can stop here, this argument became pointless since the second sentence
Good luck with your carreer!
no one second
🍿
im asking some more knowledgeable gamedevs what they think of this, who knows maybe i am completely wrong with my opinon
No problem with that. My point is that, since VRC runs basically only on user-made assets, it' up to asset creators to run the game fine and to make a good experience for everyone
I support the choice to go cross-platform because this is a global chatroom, it needs to be as open as possible- closing that, would be like keeping separated the Android and iOS version of WhatsApp
(stupid example but I think the idea is there)
pretty much everyone agrees with me, you are wrong , thats it, would love to see some of your published games
pretty much everyone agrees with me, you are wrong
Yeah ok, links? Source? Something?
Latest works have been Pocket Rush (iOS, Android) and Stayin Alive (PC, Mac)
I've only made the programming part anyways, I'm not officially a graphic artist
Game design was not mine too
shit
its either that or no vrchat at all
thats what they get when the install the game
its not my responsibility to provide a good experience for them
It's your idea and your peer's, can't argue with that
Four people don't make a fact, but ok
It is not the players responsibility to make sure others have a good experience
lmao
whatever dude
I was just explaining my view for this and you just vented out towards me
i explained why your view was wrong
It is not the players responsibility to make sure others have a good experience
Tbh I'd ask <@&378256373701410817> what they think about this
Sorry for the ping, but I believe this is a good point to discuss about (but I'm sorry, we're flooding the wrong channel anyways)
its the players responsibility to NOT make others experience a bad one, not the opposite (dont blast annoying music, harass etc)
That's a valid point. But I'd still classify communication gaps as bad experience
Please don't ping the team for opinions on things like this at 3AM 
Sorry : / 11:46AM here...
If there's a moderation issue, which it seems like this is creeping into, pinging the mods is fine
Since I'm here, I'll say that I respect someone who takes the time to try making a Quest version of their avatar even if it isn't perfect, as long as it's not bad in a way that hurts performance more than the placeholder would have
Without being a skilled 3D artist, decimating is far more realistic of an option compared to retopology, and decimation will ruin blendshapes
Remaking blendshapes is not easy, and I wouldn't say they're a requirement to even bother with making a Quest version of an avatar
What someone uploads as their avatar is their work, and if they want to make a Quest version that isn't perfect, but represents them better than a grey robot, I think that's rad
Thanks for the opinion, and sorry again for waking you up
Oh, I missed some juicy bits while sleeping, fully agree with Aev.
I've told people I was perfectly fine with them uploading a quad with a png screenshot fo their avatar for Quest if that's what they were comfortable doing.
Nah kinami is right, because it's a fact
A handful of my old avatars are "quest ready" but i dont make anything public normally
I was perfectly fine with them uploading a quad with a png screenshot fo their avatar for Quest
Lol I remember that, actually I'm fine with that too but unfortunately the argument deviated into something else very quickly
I had to read the thread like 3 times to get the whole thing
I shall end this entire discussion with Tupper's own words.
Nani
"Compared to VRChat PC (where freedom of creation is paramount), VRChat Quest requires a heavier hand to ensure that creating optimized content is the focus. Check out our documentation link below for more details."
That's the entire extent of this whole argument.
Tuppers heavy hand 
Took me a few times too.
@cyan spoke @pastel delta this was a good read and I'm laughing all the way at this argument.
pikapetey uses DAB! And blast his way optimizing characters for early mobile gaming 1000 polys each
Lol, I actually started making models in 2007 or so, during J2ME era
1000 was almost mid-poly back then : D
NDS era indeed
@cyan spoke the quest can easily handle more than vrchat allows..... but... Unity is shut at optimization in the engine side
Just have the devs code their own engine for the quest. 
"Unity is shut at optimization in the engine side" 😂
thats not wrong, but the devs are far far away from utilizing most of unitys optimization methods for vrchat, especially quest
upgrading to 2018 lts would help, using the job system, changing to ecs etc
so just be quiet and go DAB! some more
Nah I have to prepare mobile edge computing of RTX in the 5G sphere. 
were using big buzzwords that make no sense together now?
No
It's being deployed. 😎 👉 👉
Nice
Just run VRChat in Stadia, make Stadia in VR, VRChat is now available lag-free from the cloud to everyone. we'll use on-device frame prediction algorithms to make up for network latency.
inb4 Stadia plays for you
"We wanted to create good prediction algos but we accidentally created the best videogame AI"
@cyan spoke "there are no other players on vrchat stadia. Only highly sophisticated NPCs. All your friends suddenly have the new iphone. Tell stories of which products helped them the most."
Virtual Truman show.
You soon discover you're not playing Stadia, but Stadia is playing with you
stadia is love
stadia is life
The Orwell saga evolves and continues
As long as I continue to get head pats.
The truth that everything we know is just a simulation by a Google AI comes out soon after. Nothing is the same
Im just a chat bot.
Tried out @dry zealot's avatars on the Quest and I'm impressed with what can be done with so little polys. 🤷
They all have a particular look about them though, no offense
Like no long hair, ever
Although if the limit ends up being 6000 tris, you could probably fit long hair into it
I try to diversify the selection. Am going to upload some monster or more male
Went back to your world and picked up the bigger guy there. I like his face @dry zealot
I put the sound . I like big boy(tictoc meme) on the pc version
I dont want stiff hair so i chose short one
Yeah fair enough
I need good Boku No Hero Avatars.
This TDA of Uraraka is pretty good, lowpoly with great topo already, so bringing it down to quest levels would be rather easy, now, about making the model NOT look like TDA..... https://bocchi.is-pretty.cool/2G4ScTr.png
@cobalt wyvern
@long talon That looks lovely. 😃
21k polys so it should be easy for almost anyone even with just removing occluded meshes and decimating
5k is harder but under 10k is no problem
5-7.5k is like, baby ez
really wish we had double sided shaders though
most people here don't make models, they fix/work on existing ones to get them optimized
with double sided, thing is, modern computers smart
they dont render non visible triangles
hence why imo we should be able to get away with a doublesided shader
devs plz
would make lowpoly work even easier
F
much easier
oh? you want your long hair visible from both the front and back? too bad!
woah, 18.5k just removing extraneous meshes
I'm prolly gonna finish this tbh

I'm still finding useless meshes
Im down to 17,947
I swear to god I'll get down to 10k before I actually have to decimate...
ah yes, down to the essentials https://bocchi.is-pretty.cool/APs9SMv.png
17,640
Lol
16,730
i got more then 500 by deleting most of the arms and block the entrance with a place
still try to reduce poly count every time I add/fix something on model
nah
Never even watched MHA
I just saw you ask for boku no hero avas
so I was like "imma try one"
The PC version is gonna be 16220 poly
Cool
brb while I celebrate insane optimization with some beer
save fingers is the stupidest thing ever made https://bocchi.is-pretty.cool/9moh62i.png
Eeeeeeeee
Isn’t there yet a book called “The Joy of Rigging”?
Living on the edge can be fun, at times
Like, manually rigging a character without mirroring... aaaaah...
down to 12,778
Where's the new standard lite shader? for me it isn't even in the new unity package.
When your fingers have more polys than your characters arm
So its a more performance friendly version of unity’s standard shader?
It's just not there for me, weird
forgot to delete that material lol
oh god thats terrifying
Holy shite
The all seeing eyes O-O
I don’t seem to understand how I’m able to upload a cross platform avatar. It’s either I upload it for PC first and the sdk won’t let me upload it again when I switch it to android. Or upload to android and can’t seem to make it cross platform
this hurts my b r a i n
what does the SDK say when it doesnt let you upload again for android?
Make sure your material uses a mobile shader otherwise it won’t let you upload
You should be able to upload it on PC/Mac/Linux then switch builds to android and upload it the same way as long as you’re avatar is compatible
And make sure it’s the same scene
Welp
I guess I can try to explain more in depth.
When uploading an avatar to the PC platform it would allow me. Beforehand Iv already removed the dynamic bones. Once I switched it to android and pull up the build control panel, it doesn’t show anything. Not a warning telling me that I’m over the poly limit, not a button to let me publish it.
Now when uploading it to the quest first, it works and everything. But in short terms when I switch it to Pc and uploads, it says as a Quest version. At least in my attempts.
my brain h u r t s
What I’m trying to do is make it cross platform. Where both PC and Quest can see it. Not trying to make my avatars exclusively to Quest

Might be a bug Waffle. I've been seeing the same thing with the current SDK, certain avatars don't have the build/publish or stat upload version at all. (Affects avatars randomly, some seem to work and some don't even previously uploaded scenes)
Mm, this is so sad. Can we get a despacito in the chat.
Feels like I’ve spent pointless hours
little 5k boy
how can make quest avatars?
@Erine#7593 you go into the build setting in unity and select android, if u don't have it, download the android pack from unity, Ps not build setting for the SDK but I unity. Should be in the uper left corner
If anyone has any cross platform avatars they would like to be published in a world, PM me. I'm looking for some great avatars to fill up these pedestals I have in my world before I push it to the public. There will be proper credits for people as well on a billboard.
@vocal cobalt
There’s probably a lot of 3DS models that are around 5000 polys 🤔
Like monster hunter and kid icarus
also the Pokemon character models are in that polygon budget
I had a question if anyone can answer, can you add effects to spawn weapons on custom quest avatars and also how long do i have to wait until I can build and publish my avatar?
- make sure youre using a vrchat account not oculus or steam
- just play till you become new user
its not time based
oh
i have played though so do i have to run vrchat again to make it work since i havent used it since i made my sdk setup?
wat
I played vrchat before i wanted to publish a new avatar, do i have to play it again to be able to publish the avatar?
@vocal cobalt I will have one soon i would like to share publicly. its one of my shibas
@olive hornet yes
@olive hornet thanks. you know me from youtube or VRchat?
Youtube
@olive hornet ah cool, yeah i've been dabbleing with character animation in the VR sphere. hence no streaming animating on my channel in a while.
Thats cool I hope it works out for you
@olive hornet i'd say it has. the challenge started to get a little stale, but then the quest came out. Doing the same things but highly optimizing it is fun.
I got the quest and only today i found out you can add custom avatars to vrchat, I had to re teach myself how to set up the sdk and all that stuff
Also if you know, can you add gesture effects on the quest?
yes animations work
oh cool
@olive hornet 🤔 I think you can. but my advice would to see how they did things with the N64 especially light rays. They used mesh. but apparently transparency is expensive so you have to find clever tricks what you can do
Glad to see more quest users getting interested in contributing to the content sphere
Yo
How do I upload a PC avatar and have it work with quest, then put it in a world?
How do I even make a world? Sorry I'm stoopid
first, just switch Unity's build platform to Android
then if you build and publish with the VRC SDK like usual, it will publish your avatar to android
as long as you publish it on the same blueprint ID, your avatar will become cross-platform
O
second, just make a normal VRC world and put down an avatar pedastel with your avatar's blueprint ID in it
How long does it take to rank up so i can upload custom avatars?
I have added a bunch of friends but nothing has happened yet
I use an oculus account for vrchat. Why is that bad?
@viscid bloom You can't upload user created content without a VRChat account
Well. Guess there goes my chances of getting into making stuff
You can merge oculus and vrchat accounts, I think
Trust, rank, friends and whatnot carry over
How do I go about that?
Make a vrchat account and log in on the website, there are instructions on the merge tab
You can’t merge oculus accounts yet, that feature is still being worked on
oh
wait, then why does the website say you can?
the account link page mentions both steam and oculus accounts
because it is half implemented and we turned that part on too early, said "welp, oops", and left it ¯_(ツ)_/¯
@fluid kiln. Goddammit tupper... (Insert senfield music and laugh track)
So supposedly quest models are not allowed to have particles, audio, dynamic bones. But I've seen a bunch of quest players using them. So is it allowed now? I even asked the quest players if they could hear audio coming from their animation or see their particles and they said yes
wait vr chats on quest now
Oh and these models were public. I just wanna know if it's ok to upload models with particles and audios since other creators are doing it
time to kill quest users
yes its okay
I don't wanna sound like the guy that says"My friends are going to the party so why is that I can't go?"
i think
But y'know
my friend personal quest avatar is 50k polys
she said it works fine with quest
just make sure it not too much dynamic boens or anything
or over do it with effects, particles, etc
so give it try!
it won't let you upload to quest with dynamic bones but i haven't tried doing audio or particles
i think you're limited on particles but that you couldn't do sound
is dynamic bones just for hair and such @pastel storm
question what would be the best way to share an a custom quest avatar with a friend who just got vrchat on the quest as it's going to be a while before they can upload themselves
if they're not new user yet you'd need to make the avatar public and have them clone it off you
yeah that sounds like a good approach saves me having to make a cross compatible world just to make a pedestal
well also visitors can't wear avatars on pedestals in non-public worlds
but they can clone avatars
did not know that thanks for the info
so how does one clone a publicly-available avatar so I can tell my friends how to do it
open quick menu, click the person wearing the avatar, click the clone button on the right
the person being cloned from need to have "allow avatar cloning" on in the settings (it's on by default)
any of y'all with oculus quests mind helping me if my cross-compatible avatar works correctly as I don't own a quest to test
never mind my task was successful
yes it updates
lol uhm
k
niceeeee!!
Bought a model and published my first avatar. I didn't do much, but it was nice to learn how the cross-platform works. Just have to learn how to customize things and I'll be happy. 😃
I dont believe in buying models but congrats
ohhh....oh no
Lol
like you dont believe buying models exists? what do you mean you dont believe in buying models
@twin pebble great shibes, what shader are you going to use on them?
buys every avatar I can find on Booth
What's wrong with supporting another artist even if you yourself create art as well? Or if you don't do art why not support an artist that you like the work of enough to display or in this case wear in a virtual setting...
I'll chime in for a sec
IMO buying a premade model is a waste of money. They're often scuffed and they're also not personal. There's a plethora of good free models out there, as well as parts
If you're gonna spend money, commission an artist instead. You get a personalized and unique model.
Sorry for any double posting, Discord is acting up again. Not sure why anyone would spend money on Nitro either, given how bad their uptime is 🙃
Since when does "buying a model" mean "buying a premade scuffed model"
Who said anything about MMD?
Well just like you shouldn't buy bootleg art, same goes for models.
sorry.
Server just went down for me for a sec there
Lmao that's appropriate, I was just saying Discord was acting up.
Thought I got kicked or something and was very confused.
Anyway
I was gonna say, always check what you are buying before you do. And don't let bad apples sway you from enjoying good ones. Even if you only stick to free avatars like me, show appreciation for people who make them
Friends of mine have bought "VRChat ready" models that were made from scratch and came in FBX format, but the weight paints and UV's were so messed up that they had to ask for a refund.
This happened enough times that they stopped doing that altogether
One of them commissioned an artist instead, she did an amazing model for $120.
I thought I was kicked as well for a second lol
i thought i was kicked too
i dont think thats means "buying models" is bad/waste of money
just means you have to look for the right shiz
True. I guess I'm just spoiled considering how much good free stuff is out there. It's insane what you can find on Deviantart alone, and that's not even counting 3d.nicovideo or bowlroll, although bowlroll is very hard to search/navigate if you're not looking for a specific pre-established character.
Some people want something personal.
I found some really good artists that put up top tier models up for download, for free
Bought models aren't really personal though
I see those booth models everywhere
They're no different than any other publicly available model.
Bought models can be comissioned models
The barrier of entry is slightly higher, but they also get pirated and spread around a lot
or is there a distinction between the two in your opinion?
Commissioned models are another thing. As I said, commissions are fine
Oh aight, fair.
There's a difference between commissioning an artist for a model, or buying a premade model off of booth. The latter is not much different from downloading a free model off 3d.nicovideo
Commissioning is good, you get something personal and usually at least decent quality
@random badge im going to use Standard LTE
aaah alright
ive been experimenting with the mobile shaders and still cant decide which to use
Standard Lite is unnecessary in a lot of cases, only if you need smoothness/metallic
Or if you need an unlit texture, but hopefully we'll get an approved Unlit Texture shader soon
yea, all the ones i got in the public avatar list are using diffuse
or diffuse bumped ?
but ive been using the matcap one recently though
i might have to mess around and see what pbr capabilities the mobile one has
Hey it's done! can't wait to run around and interact with quest users tonight!
@unreal holly
oOOoOoO, it's a beauty!
Stats: 4,354 polys,
1 material node
2 mesh nodes
full body tracking ready
full range of motions with gestures, it will mimic my PC avatar.
very goodddee
Nice
I'm probably gonna hop on tonight as well. Been kind of turned off after my last interaction with some PC users, they were very rude about quest and blah blah blah. Blocked them but ugh
i will need a quest users to tell me if it works. also owo
hoping you can meet me
as a PC user, I pride myself on getting other PC users to accept Quest users and use Quest-ready avatars.
same for Nabu
Well I'm a quest user so if you need someone to look at something I should be able to
most pc users are really nice to questlets but i've heard some horror stories yeah
I want to show quest users a fun tim. I don't like being ROBOT PC person to them
it's ok most people aren't gonna be hostile
I've met the idiots.
any hatred of the quest is out of lazyness
I have blocked all I have met that were rude, luckily it's been less than 20
when i dance in the hub world. I want EVERYONE to see mah dancing. yeeahh!!
theyre the same who spend 99% of their time in private worlds with their FBT laying down with a highly unoptimized avatar with the space shaders and shit.
they don't wanna optimize an avatar at all, like even at any level at all, or spend any time finding one that is even
you know the ones.
also im very curoious to find out if my full body tracking will show up on quest
YES
yes, FBT shows up on Quest
the same IK data is sent to all clients whatever the platform.
hells yeah!
I'm wondering that as well, what time do you think you will be on? I can hop on with my quest then
i have to hook him up in unity. get that all squared off. but first i need to eat.
confirmation: I've tried it myself.
Oh perfect I should be just finishing up dinner by then, pst
@twin pebble Fantastic job! that looks excellent!
god thats so frickin good, unbelievable poly count there.
Wireframe for anyone interested
Anyone know a good world for quest avatars?
I just search avatar in the world search and go to each one and look around, which I am about to hop on and do, if anyone wants a quest avatar tester add HylianGenesis and I'll try to help out
all hooked up and ready to go!! YAY!! im hoping it works! 🤞
👌 👌
DOOH!! ok whats sup? i can't figure out what it wants
hrmm.. what does this mean?
oh....oooooo.... my shiba factory script is interfearing.
HUZZAH! i wont be a grey robot to quest users anymore!!! imma gonna put on my vr gear!!
Oh crap it's that guy from Youtube
lol
@twin pebble thats really cool! i hope t ogive you many pets when i get my vr ❤
@velvet portal im on now!! friend me my vrchat name is Pikapetey
@@twin pebble sureeeee !!
omg first footage of my shiba!! https://cdn.discordapp.com/attachments/426932751845818388/586762714324533268/com.oculus.vrshell-20190607-203525.mp4
Go on kinds raid quest avatar there is a loli neko if you want
@twin pebble thats so coool congrats ❤ ❤ ❤
anddd @dry zealot if ur referring to me, no tyy... i dun like being a loli lol... im 19 and like mature avatars. plus my name means cozy fox not cat
@twin pebble Wow not bad, the visemes have not only mouth and lips forming, but it also stretches the sides of the head, and a bit pulling of the ears, this is like a real thing, well done :x
I might upload an adult fox guy in the near future
thanks!! i feel the texture is a bit to harsh of a contrast to my PC avatar. I need more tweaking. this is definatly good footage. @keen sigil @velvet portal I'd love to meet up with other quest users to see how i look. please send me footage
I'm not a quest avatar user but oh well :x
i want to push the bounderies of what is possible on quest given the limitations
You can do alots . Texture fake details very well
@twin pebble I'll have my quest...soon...2 weeks..mext month?? I dunno so sorry qq but I hope I can still see !!
@twin pebble everyone in this chat box seem to know u from YouTube, and I don't so I might as well check u out so, what's your YouTube channel?
oh, yeah, mobile doesnt show profile connections....
Exactly
here's a linkie https://www.youtube.com/channel/UCERV0DewlRkdr1JmLaXAKwA
Thanks
do any one have a dragon avatar or know a world to git one
There is a monster hunter world world ... That has one. It's not the best but the first one I have seen which is nice
how dose this work
so for making quest avatars i have sdk installed and everything but it not showing the mobile shader im suppose to use from VRCHAT only.
Reinstall the las one
re-install wha?
the most recent version of the sdk
2019 or 2018? im using 2019
that aint mean shit, you grabbed it from https://vrchat.net/home/download ?
should be 2019.06.04
alright
ooff wha
why are there so many materials
welpppp i just figured that out i could create atlas so sorry- lol
but sometimes it dont work for me so i do that
yeah, atlases are required for quest
ahhhh okayy
yeah you can't be sloppy when making stuff for quest
i will say that making avatars and content for quest require more skill
It's okay I got it! @twin pebble
More tests on my quest avatar!! im so happy how it turned out.
thats so nice !!! keep it up ❤ @twin pebble
Very nice!
@twin pebble Looks amazing! I almost like the stylized low-poly look more than the regular one.
I think it's really rad how you're focusing on immersion and realism, your models are always so lifelike
So, if the quest does not support dynamic bones and/or cloth, how do you guys deal with hair?
Do you just weight paint it so it doesn't clip?
you just ignore the clipping usually
@glacial tusk put a slow idle animation on the hair, have it sway as if blowing. it mimics it pretty good.,
Short hair helps.
@twin pebble brilliant idea! I'll try that.
@chrome girder Yeah that too, but I don't want to give up on the good old miku pigtails yet.
Mikuuu ❤️
I guess I'll try and weight paint the hair to the spine and see how that goes...
it's not polygons, it's that quest avatars have to be built for android.
the android build thing is fixable actually. hard to fix, sure, but fixable. essentially they could run builds on the server side
the bigger problem is that decimation can look really terrible if you just accept an automatic result without any hand-adjustments
same for atlasing, and swapping out shaders
it'd end up making almost any avatar look terrible
the problem is figuring out how to build an algorithm that knows where detail is needed, and where it's not
if someone comes up with an auto-decimator that can cut from like 35k to 5k with minimal quality loss, then the rest can probably be solved and produce an okay-ish-looking result
some relax restrictions on quest + time will be enough to get a significant majority of avatars in use in the future to be compatible
but speaking from doing this manually - I did a lot of things that an automatic decimator wouldn't. Deleting geometry (hair strands), taking a two-sided hair mesh and deleting the sides to make it flat, deleting hidden geometry, etc etc
oh and taking care to preserve facial loop structure too
removing doubles without breaking 2 sided meshes can be a problem too
is this oculus quest?
Yep. Also, knowing which meshes should be duplicated for single sided rendering
you're not a high enough rank to upload avatars yet
play the game some more, make more friends, etc
I’m been looking for a good avatar for along time anyone have some that wanna share
is there requirements that i need to get or something?
I think you need to be a certain rank or something
yeah its weird I couldn't find what the rank was or what the requirements were. its just we'll let ya know
@noble axle Becoming verified by the trust system is based on reaching a not time based trust score, which's exact algorithm is unknown to prevent exploitation.
You presumably need to play the game in a normal manner with your VRChat account, walking around, meeting people and also making some friends. Idling won't help.
According to many responses in this discord, a rough estimate would be 20-40 hours, but big exceptions are possible.
Make sure you are not using a steam or oculus account because those can not be verified and continue playing the game until you get a notification or e-mail.
http://help.vrchat.com/kb/article/27-why-cant-i-upload-avatars-or-worlds-yet
is anyone ood at making quest avatars like pc? i need some help honesly
when are we going the definite infos for quest avatar retrictions, will it be 7k, 7.5k polys? etc
Tupper said ~3-4 days ago its ready to be told, so far we got nothing
OK this is fun. Pictured is quest version vs pc version
@twin pebble tjays soo cooooll oh my god
@twin pebble can you teach me the avatars ways, when i make my avatar do i have to decimate manually? cus i can nver get m ystuff green in unityy ahhh
@velvet portal the information you seek lies in this book. https://www.amazon.com/Stop-Staring-Facial-Modeling-Animation/dp/0470609907
Good job on that Petey; looks fun to work on
Industry resource books are expensive dood
saddie
http://wiki.polycount.com/wiki/Polycount here is industry resources
key words you need to research and learn
1 Re-topologizeing
2 Edge Loop theory 3d modeling
3 Low poly game art asset creation
4 rigging for motion capture
I do not reccomened searching for any vrchat specific tutorials. a lot of those have misinformation in them.
The VRChat tutorial thing; dead on
Seem to be people who design tutorials around all they came to understand to get a VRChat-specific result, versus a more universal basis for how to work with the toolset -then applying that on your own terms to VRChat.
if you have a better foundation of knowlege, it's easier to diagnose issues when things go wrong.
ie proper practice is more often in videos that aren't narrowing down the focus to VRC
- your understanding scales with what you're working around for it
and it's a lot of work. i know quest is scoffed and looked down upon but making assets for it is like 10X the work
Mostly just looking at launch content and what Unity devs are reporting, performance legroom is night and day. Given how lax most people seem to have been in optimization til current it'll be a big change for most people.
I've yet to port my avatar over. - Got the unit yesterday, in the evening.
Portability is incredible; a little unhappy at the pause of content when the Quest enters passthrough, but not a huge deal
do some comparison between 'high' poly and 5k poly avatars sometime and prepare to be surprised @sharp spear
Some suprising things can be done within that legroom
Even if the difference is an order of magnitude on paper
But I know a person who has an avatar thats 50k poly and works like wonders on quest still
yeah that's what im tryin to say
not that anyone really quite needs 50k polys, even that amount is minimal on performance
Yess so i think you van almost do anything
But me personally i dont care for effects or anything I just like being basix
i just hope the devs see that and agree someday
my shiba inu's are originally modeled for the old cap of 20k polygons. They are only 18,000 polys. Even then, i had to compeletly redo them. The only part of the original model are the finger mesh. everything else is a retopologized.
my biggest obstacle now is how can i get all my patreon supporters avatars compatable with quest without having to repaint every single shiba
im looking into things like "projection baking" but that only works if the high poly mesh and low poly mesh have same UV sets.
im trying to find a mostly automated process
or a series of steps that i can script out an action and run that
you could have uploaded the 18k poly version to quest and seen if it had any performance impact. there's nothing stopping you from doing so. SDK doesn't have to be modified
most of my quest friends use 20k+ poly avatars themselves
if the documentation says 5K polys im going to make 5k polys because i don't want everything to break one day if they impliment a hard cut off.
plus finding a technique to this problem could solve a lot of other workflow issues i have at my dayjob
the documentation gives a recommendation, like 32k is recommended for PC
😤 💪 well i got it working with 5K so...