#avatar-quest
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but my worry is that people like you will be so few and far between that quest users will have a hard time finding content
(if there's really such a strict hard limit in the future i mean)
I'm sure everything will go smoothly during the months and it'll be more
once a number is set it will be very hard to get that changed by players
months of very little content during the launch of the quest would be killer too
Yeah..
luckily there's -no- limit right now and tons of quest people love it
the longer this goes on the more upset they'll be when it's taken away, too...
well.... in IDEAL circumstances, everyone airms to make better and more efficient assets. so everyone can enjoy a high frame rate experience.
i have seen very few quest avatars that didn't at least aim for a lower poly, material, etc count
as far as poly count alone, quest users tell me they experience more problem with many avatars that are even down in the 2k poly range, dropping their fps 30 or so by themselves, than any 60k+ poly avatar they've seen
higher polys though, means higher data storage when it comes to blend shapes.
without crazy texture sizes and 50mb flac files shitting up the filesize of avatars i haven't experienced any crazy large avatars
if you're interested in hearing feedback from quest users, you can read the comments on this canny post: https://vrchat.canny.io/feature-requests/p/quest-avatar-limits
I'm really not worried about Quest content availability. There's tons out there already that'll (very likely) be safe when hard limits are put in. And people seem to think that Quest users will never become creators themselves. 20k 10 material avatars may seem fine in Quest but get a few of those avatars in a world and Quest performance tanks badly
i had my world taken down -already- for being above a limit that hasn't been implemented
we were testing the cumulative effects of it actually in the world before it was made private
people dont understand that each material node and each mesh node = 1 draw call each
with 8 users all using 15k poly avatars they had better performance, all of us standing in front of a mirror too, than with 5k poly avatars. i can't explain it, but yeah. all the avatars had 1 material, etc
so a 1 mesh with 10 materials = 10 draw calls.
5 avatars each of that = 50 draw calls.
you only get like...200 draw calls per frame before frames have to start dropping
there's never a reason to use more than 1 material on quest anyway unless you need more than 1 shader, which, without transparency and stuff, is kinda unnecessary
the biggest complaints i've seen from quest users are from the big orange tiger (a 2k poly avatar) and the dva one (i dunno how many pols that one is). the dva one is very large, and they specifically said they always drop when large avatars are around
It's probably my DVA. She's under 5k ๐
i'm not sure why that might be, besides a fill rate limitation maybe
1 material too
under 5k but bad for performance
when i replease my ungada shiba publicly for quest. we'll see if people complain.. if they do then its on the quest istelf
She has two stations. I have no idea if stations have any significant performance impact honestly
But I've had 6 of her on my Quest in one scene without an issue, so shrug
issue being with user generated content, is everyone has to put in the work. ... most people dont put in work...
right but if people put the work into the wrong place then they can end up with worse performance than if they didn't do anything at all!
so if people do nothing but focus on '5k polys' and '1 material' but end up creating an avatar that somehow harms others' frames more than a haphazardly quickly decimated 15k poly 1 material avatar, what was the point?
its because people dont understand what they are doing.... ๐
yes, and that's gonna keep happening and it will be blamed on 'quest being too weak' when it runs 70k poly avatars now just fine!
I mean the best they could (and should) do is reasonable hard limits. Even if the hard limits are too strict, it means an overall better experience. Even if you're running 10 avatars that are well optimized in a reasonable world on Quest, you'll still see slow-downs to IK update rates. Best to put hard limits on polys, particles, and anything else that impacts performance
yes, however, it should have been implimented originally. a LOOOTT of original creators in the early days of VR chat left because they were tired of their hard work breaking.
Yea, I agree. Though honestly, not too different than the limits they (temporarily) put on pedestal avatars. I had to cull like 9 months' worth of older avatars before I knew as much on optimization, lol
Breaking a month's worth of Quest content isn't a huge deal, it's unfortunately expected in a game like this
we can support alternative optimization methods though
Best to rip the bandaid off for the long-term health of Quest IMO
And not wait years like with PC
Well, sort of cause still not much hard checks with PC avatars
its really community driven
just encourage creators and everyone to learn proper techniques
become wizards!!
Yea, for sure. I mean honestly a lot of people won't want to learn without hard checks, or comprehensive in-game options for blocking low-performing avatars. My optimization was pretty meh before it was hard-enforced for public pedestals
Even though it's super easy to do the basic stuff on PC, I was just too lazy until forced to
omgg yayyy i got my avatar to all greennn ๐ญ
You shouldn't need identical UVs for projection baking o.O or at least you don't in Blender. I converted some meshes I made for a body in SL to my own avatar specifically by redoing new UVs and projection-baking the textures and such across. I used it to redo the textures for my hair, too.
so that I could shift some UV islands around
I'm uploading an avatar thats 26k to quest @pastel storm as i said before, my friend uploaded 50k just don't gi crazy with effects and particles
don't be surprised when it gets removed is all, really
it's a test anyway
many avatars (for quest) ive seen on vrchat has visemes and expressions so hope that stays
and im getting tired of the whole "polygon count doesn't impact performance"
yes... polygon count BY ITSELF doesn't impact performance much... but then you through in skin weighting and weight tables, blend shapes for visimes, the amount of UV seams. then have multiple people with high poly avatars in a world and it can add a lot
@velvet portal visemes and expressions are there to stay, but poly count, who knows
ahhh okayyy
I wonder how much deleting unused blend shapes impacts perf
yeahhh qq
The quest will always be a pain in the bum to develop for. I wish they could've gotten a Snapdragon 855 in it.
In theory the 855 would have near double the CPU & GPU power of the 835.
@twin pebble it's just strange that 8x 15k poly fully blend shape features, weight painted, etc, 1 material, 100+ bone avatars had a smaller collective performance impact on 8 quest users in one world than each of those quest users using a public list avatar that was curated by the devs as being perfect for quest users.
i know it's hard to believe
that's precisely why i say 'its strange'
there are other factors at play that simply aren't being taken into account when the limits are being decided, that's a problem!
@pastel storm those avatars weren't curated by the devs. There was a call out to the user base to submit cross platform avatars for default. I doubt the devs went through each one with a fine tooth comb
whether they checked performance impact of those avatars or not, it's messed up. if they did, then they underestimate what the quest can do. if they didn't, then they shouldn't be responsible for setting strict limits
@sharp spear I don'y have benchmarks in front of me; Keep in mind 835 is two generations behind 855.
Two generations; substatial, mate
this whole argument stems from the fact that no single aspect or even combination of aspects is enough to simply across the board say "this is the limit for x y or z"
how much power does the new sapdragon 855 consume and how much more expensive is the chip
because more power consumption would requre shorter play time, or larger battery. that equals more weight and more costs.
the quest is very capable and can do what it's asked to for vrchat
as long as people take some optimization whatsoever into account, something they should be doing for PC but often don't
The 855 consumes less power than prior 845.
ppw improvement then
20% less according to anandtech
the fact of the matter is Occulus is trying to grow the ecosystem of VR to more convienent and acceptable levels. And undo the damage that Gear VR and Google Cardboard did to public reception of VR.
I assume they went with the 835 because of cost.
Qualcomm clearing their stock; Good deal for both
currently VR has the same opinoin that google glass does to people on the outside
a cheep gimick
we either work together and work with the devs to optimize our avatars to provide the best experience for people brand new to vrchat. or we continuously debate.
im willing to help you all learn.
i do want to work with the devs to find the right solution
some strict limit that disregards everything else, including performance in a literal sense, is silly
๐ try working in mobile games before unity was big
Curious if there's a factory OC on this chip at all
Although power cost calc might not make sense
the quest already thermal throttles
im very sure you can make a much more optimized and performanced game if you know.....coded your own engine to work with the specific hardware
๐คฃ ๐ซ do that then we can talk about strict limitations ha ha
People'll do that wide-scale if demand for Quest titles specific picks up; headset adoption specific to the Quest. - People leanrnt to hardware-optimize for Xbox 360 and PS3 like nothing I've seen in a long time. Compare early titles to late, that many years down the pipeline and it's miraculous.
Unless you're talking less low-level on that optimization ^^
rule number 1 of coding your own game engines:
dont do it
Stand on the shoulders of giants; don't reinvent the wheel unless necessary
I posted a tip for less noisy artifacts on textures in #world-quest that applies to avatar textures as well, choose ASTC 4x4 compression for textures that need it, more details in the other channel
@pastel storm are you aware most Mone developers suggest a budget of 100k poly total in a scene, and that's not even counting skin mesh renderers. The world suggestion, for a good world, would be 50k. Now, you can get more through good occlusion sure, but, say people follow they limit and a world is around 40-50k poly. That leavea room for 10 people to be around 5k-7k poly and be with budget. These budgets probably are too high too since they aren't for vr, but, we can probably make up for that because quest has cooling, giving it significantly better performance, probably equalling out and loss in performance from making it vr, maybe
^ yeah and single pass stereo helps too: the quest loads mesh, shaders and textures and draws both eyes before loading the next batch
instead of doing each eye batch for batch separately
"suggestions" don't matter when actual measured performance contradicts it so significantly
@fluid kiln "On VRChat for PC, the Minimum Displayed Performance Rank is set to โDisabledโ by default. You can choose between โMediumโ, โPoorโ, or โDisabledโ options." we can't choose 'very poor'?
or am i misreading
No, that wouldn't make any sense.
ok i misread
Choosing "Very Poor" would mean that the minimum rank you want permitted is "Very Poor", which is the lowest rank
which... won't do anything
"disabled" would mean basically no poly limit for quest, huh?
oh
guess i shouldve kept reading
If you continue reading, "Disabled" is not available on Quest.
guess there goes my avatar world
i like these improvements even though they weren't everything that i could have hoped for, good job @fluid kiln
oh shiiieeeet, so max top is 10k. hail based tupper.
There will be a new SDK with the next release.
hard limit is 10k, but you won't see those unless you change your minimum limit
so best to aim for 7.5k so you don't have to tell every user "please change your settings"
renaming my world to loli quest graveyard
7.5k is so prohibitive i'll do it for a few personal avatars at most
biggest bonus in this system will be disabled components counting
autohiding very poors should prevent crashers almost entirely
Ive done testing to where an 48K poly avatar works fine on quest with no issues. 8 people in 1 room. So that 10K should be raised or allow the ability to see very poor.
16 pc robots dorp them to 20 fps regardless of the poly count
Ha ha!! I knew it!! Ha ha!! This is why you ad here to the lowest denominator in game dev. ๐คฃ salutes @fluid kiln uganda shibas are gonna go live hopefully tonight.
๐ค
The limit being that the 48k is private and yes i do agree that it should be limited, but still i say that if it can handel it at all....then how is there already a problem?
The limits are very reasonable. I mean, 5k was the recommended target anyways, it shouldn't come as much a surprise for peeps doing development ๐
It's all in service of having as many people in a world as possible, and not having that world be a box. ๐คท
13k id say as most models are / should be that range anyways.
10K is good but 13K is better...with debates of course.
I have seen great stuff under 10k so I'm happy if that's the limit
I just have to figure out how to get there delorean quest version. To the puppy factory I go!
so having a tail wag will drop you to poor, because you have 2 animators, making the avatar disabled by default.
but if someone has animations disabled in safety settings, that will disable that animator.
will that setting be reflected in the actual performance rating logic, so that users can see avatars that fit in "medium" perf rating with the disabled animator?
I'm going to be looking at any racing game in N64 for inspiration
Mickeys Raceway
im just wondering if there will ever be a quick way to switch to quest uploading with the same SDK, but just like a "switch profiles" kinda thing
or maybe that's a difficult task, idk
its kind of a Unity-level thing
and is base to how building for different platforms work
its the main reason I see a lot of my friends not uploading to quest, "too lazy" to switch or set up a diff version of unity for it
If you keep your project clean its really quick to swap
then again, quest users have trouble loading in a lot of grey robots sometimes so maybe a lot of people without optimized avatars is a good thing lol
muh snapdragon
Yeah, Thats my main issue rn, I have like 4 worlds, 60 avatars and shit tons of addons and shaders in one project....
I smell morr buisness opportunity.

well lots of people with greybois laggin I think comes down more to other parts of vrchat still needing optimization
I've just maintained/created two separate projects. Converted a base project over and just trimmed it down and edited from there
I really really need to learn the githubs
honestly tho half the quest users ive seen still dont know the quest has a mic so
maybe they need a bit of support
@pastel storm lol. Most quest users I've ran into, if they figure out the Mic, conversation mostly goes as follows: "oh. Shit dwag.woah dude thus is weird. Uh hey, uh there is this dog talking to meh. Ah ha. Dude."
I walk up talk to them. "How's it going?" And i get back. "Whoa! .. Wtf yo dwag its like ah Disney cartoon or sumthin."
I think I've only met one Quest user who didn't know they had a mic.
@twin pebble and they take like 20 seconds to respond
I should add a sign to my avatar that says "hey! you have a mic! (it's okay if you wanna stay mute)"
I honestly like those interactions ans like giving newbies a tour
I must be an odd quest user
@twin pebble its like theyre on a new planet
they act so weird about it
and theyre so fascinated by everything
first vr experience
Anyone know what has to match between the platform versions of an avatar? Is it just the armature?
@chrome girder amature and avatar descriptor
Shiny. Just curious. I uploaded the Quest version on both slots and that was fine, but thinking about reworking the PC one.
Any tips on making this look more like a ring? https://bocchi.is-pretty.cool/8VysAhk.png
I've just been hacking at it with no success
alt+J
however those won't easily convert to quads
easiest way would be to move the verts by hand
there are like 10 you need to move or merge
I subdivided where needed and got it mostly fine
now uhhh
Why is this not working? and will my blinking work in VRChat anyway? https://bocchi.is-pretty.cool/6R9tvyX.mp4
Also, currently the only way I know of to get the blink shape key to render the eyelids with the eyes closed is duplicating the faces and flipping the duplicate, but that doubles the polycount for the eyelids. and Im going for as low as possible.
I considered redoing the blink shapekey so that I actually move the eyelid down manually like most models, but I like having it swing...
omgg that avatar is soooo cuteeeee
maybe the tester requires the 2 extra shape keys lowerlid_left and right
o la the 5k panda
Wow niceeee
Thatโs friggin great, love the outfit! ๐ฎ
Maybe upload a naked version to rival pikapetey dogo
Heads up. Standard lite shader does not respect reflection probes and possibly also light probes in worlds.
@long talon i -feel- like i could get eveyr avatar i've down down to 10k but i dont think i'm gonna do it
because of this cheap trick
also i dont think the re-time thing does anything
it's all about not decimating things more than once and being cautious to check the damage on the movements
with that i think anyone can get their avatar down to 10k at least, maybe 7.5k with more time
for the record Ive been lurking here for a good while
Fix the shadow on avatar
thats just how toonlit shows on pc
its dumb
I keep an eye on all the quest channels.
also nice delete
Its on you light option .put all on the max @pastel storm
making a single directional light in unity just brighter than 1.0
causes toonlit to overexpose
not remove shadows
you need lights from all directions
or area lights
my fingers are a bit scuffed (i decimated and got rid of the joint areas) but otherwise i'm quite happy with it
i don't have to see the fingers myself so that's whatever
I say that just for the oreview photo of your avatar
that's ok i don't mind the preview showing the shadows and stuff
Its all about the presentations
it's a personal avatar though
Shadows are disabled on Quest anyways so it shouldn't be a problem
Ah nevermind, you're talking about the preview pic, sorry
Disable cast shadows on the avatars mesh render. Makes it look bright but also disables the shadows
Did that to all my qyest avatars and it seems to be working fine
i ended up getting a flavor image cause _qb bullied me into it!
so stupid question but with the new performance ranking for quest, aka 7.5k medium, 10k poor
what exactly does that mean, if I have 9k polys, am i under medium, or does it count as poor?
ah damn
getting to 10k is easy for me, but im struggling having high quality 7.5k :/
its ok if you sacrifice shape key
i wish Decimate Geometry would not break shape keys
would help so much, i have a model with 23k poly face, i can easly make it 1.2k but the shapekeys then move the whole face
You have to be a bit aggressive and stylistic about it.
I pretty much went back and tore apart what I was working on earlier because there were just a lot of better ways to do things
Detail only needs to be kept on key areas where geometry matters.
As far as clothing goes, just pretend "retro cubic" is in vogue
(And it will never be out of vogue)
Also, this is a great time to give your avatar a mask. ๐
I can only be so positive about poly limits before I break
VRC: Costume Party Edition
But yeah, p much
My current avatar clocks in at under 5K, part of that is because his head is masked.
I used to choose the happy mask seller from Majora's Mask avatar the first time in VRC, ironically he has lots of masks on him, but not on his face : D
His face is like 7 polys anyhow
Gotta optimize
make it six
N64 mindset there, good times
I also forgot how nice AO maps look.
Ah I can feel you. I started making 3D graphics around that year, maybe a couple before? J2ME and NDS era...
I would pretty much slap AO on everything instead of setting up actual lighting.
Who had time to wait for raytracing?
Now raytracing is just a thing that happens at 60FPS... ๐
That's so fucked.
Anyhow, that's kind of offtopic.
The future is wild
Stadia is watching you
@pastel delta well your problem is your workflow. The key word is "Decimate"
i got a good workflow now, i also noticed "Decimate Geometry" works better when you remove doubles before hand, didnt know about that, so many double verticies :/
any way you can remove the quest version from an avatar from the ID that also has the pc version on it? (crossplatform avatar)
@alpine slate ooh lke, On'y removing the quest version and no t the pc version?
yeah.
not possible i guess?
not really
@alpine slate upload a 10,001 poly avatar and wait for the next vrchat release
or an empty gameobject with 2 trail renderers under it
Will the Show Avatar option override the performance threshold used for showing an avatar on quest that is more than 7.5k polys?
So you can leave the threshold at the lowest setting but still show less optimized avatars on an individual basis
hmm anyone have any info on how to make a avatar be dual platform supported?
so it loads quest for quest users and pc version for pc users?
yeah indeed
581
584
weird that theres no info in the gui that you're not just "overriding" a avatar but adding it to it's "for quest" slot
yeaaaaaa ... you can't 'delete' a version either, only update it, I hope they add some controls for that eventually
Apparently the Quest version of one of my worlds is broken (and I lost the files) and I couldn't delete it, had to upload a pretty much blank Unity scene with a small explanation
ask ppl with a quest
I guess that's how desktop devs test their stuff for VR too
I can check it out for you, but not right now, I have the debug overlay installed so I can check performance for you a little better
but since it's avatars that won't help too much
no blendshapes, animations, uses vrc standard lite shader and is 1 mesh of 584 tri's
should be more than fine
the only quest debugging would be if it looks good and moves normally but you know what you're doing
yup ๐
triggering blendshapes with gestures and all that good stuff works fine on quest too btw
nice
yeah wanted to atleast have a few avatars quest compatible so i wont be one of the grey bots
now ill be a pink one or a blue one!
it works, and it's popular with the quest kids ๐
omg thats amazing
cool
omgyessss
heavy doubt
did you try putting 10 of them in a room
we had 10 in a room weeks ago but yeah same results comparatively
does this mean i can make custom avatars
i mean, you can upload avatars to quest right now with more than 10k polys, but that's going to be going away when the maintenance comes
not just the uploading but anyone seeing those 10k+ poly ones
the update itself is fine, the very specific numbers are worth discussing
Now do same tests with OVR Metrics tool and with all numbers and graph visible. These screenshots shows nothing. Fps on Quest fluctuating a lot even in empty rooms.
How do I upload a quest avatar? Is it possible to upload one to my account? Or do I need to do some weird submission that is closed? or? And when I try to upload it, it says I have the wrong shader. What shader should I be using? Please @ or DM me. Thank you very much.
you can only use shaders from the vrchat-> mobile selection
yours is from the legacy->self-illum selection of shaders
@toxic cipher
take note you're also limited to 10k polys etc
I read that website. I am very confused
so in unity, select your avatar's body and then on the right side in the inspector you should see your material(s)
each of your material(s) should be using a vrchat-> mobile shader
I don't have a vrchat mobile shader
when you select a shader for them you can see the vrchat category, then the mobile one. if you don't see that, update your SDK
I'll update my SDK
Oh I see it. Which one do I use? Toon lit? It makes a weird shadow on my face. @pastel storm
if u want the same effect as pc users with their anime avatars then yes
@toxic cipher it doesnt do the shadow on my face so..
I was reading over that new update, and frankly, I'm super confused
toon lit is fine
the shadow you're seeing is because you can get shadows cast on you and there's a light source in the unity scene etc
Did we only test raising the limit for quest avatars to 32k polys?
And why the sudden drop?
Because I've noticed one thing for sure, dispite not seeing PC avatars, it has a massive effect. And quest avatars apparently don't seem to effect rooms at all.
So, I might be missing something here, cuz I'm not sure why the sudden decision to gut the recommended 32k polys to a whopping 10k.
I mean, I might be shootingyself in the foot, but....if I might extend a suggestion, if limits period, why not stick a limit across the entire board rather than testing and gutting and what feels like suffocating a particular audience?
It was always 5k then a max of 10k to my understanding @hidden cedar
10k is "poor" and it auto blocked by default.
Weird, for the last week, I've been using a rated good avatar that's 63k polys
That's PC, not quest
Also..
64k I believe is impossible to be good
even with PC avatars
anything under 70k polys can be good on pc
you only lose excellent at 32k
you become very poor above 70k because you need to modify the SDK to upload higher than 70k. why that's even allowed, i don't know
sighh this update is still stupid
this 10k poly hard cap is really dumb
i cant name a single person who even complained
if you want to support alternative optimization stuff for quest users, see the relevant canny post: https://vrchat.canny.io/feature-requests/p/quest-avatar-limits
but do take note that it's unlikely we'll see this changed in the immediate future because they already have plans to do it the way they described
i really dislike it
because then i basically got make my model look like ass for my quest friends to see it
it should be possible for almost anybody, given enough time, to get down to 10k poly for their personal avatar
with very little quality loss
or even 7.5 if you wanna be seen on default
but tbh, I expect most quest users to set it to show "poor" avatars
also, tfw I was basically writing what you said, then you said it and I was like, k fine and erased mine
mass producing quality avatars for free for public worlds is a no-go at 7.5k but i hope some people continue to try
I have a bunch 7.5 k -
;w;
No way my gorgon can go low as 10k
i got 2 wings on flandre down from 5k total to 250, idk about your snakes but simplifying lots of snake-like shapes should be easy
welp time to learn more about downgrading my favorite avatars to 5k
If you can get an excellent rating on quest, legend says the ice fairy will come at night to give you presents.
are there any Pokรฉmon quest avatars?
as in, Pokemon, Quest, avatars? or
Pokemon Quest, avatars?
Yes Pokรฉmon avatars for the oculus quest or if not can I make my own avatar for the quest?
There is a Ash already
Ok, but again, on my quest, it's still rated good, at 63,222 polygons, so either somebody doesn't k ow what the actual specs on the quest is, or they are halfassing and never tried it.
I can run a room with a good amount of people from quest, but add in PC players, it immediately goes to shit.
That's what I've been getting at.
I also wanted to bring this up, since last night, we had a PC player with a modified client crash the game multiple times.
I bring this topic up, since the argument is performance, but when you put PC and quest in the same room it doesn't work. Lowering quest standards for PC sounds dumb, because then your catering to PC, and pandering the idea that having a system like the Vive is best.
I say this because, I'm hearing talk that with every little update that 'removes' minor freedoms, such as lowering the polygons, people don't want to play using the quest.
Not to mention those that pay fair money to comission avatars to fit the specs, like I did, when I found that I'm able to work with.
That loss in performance?
That's when PC in rooms with quest. The bar is high for pc, it needs to be lowered dispite the versatile in customization. Even my PC which is recent has issues dealing with other PC's.
Thank you for joining my grump session.
I just think lowering a low bar further will lose players on a particular system and generate bad buzz.
The bar was never lowered.
VRChat still needs quite a bit of fixing. and as said before, limits will be loosened as devs see fit when they optimize other parts of the game more.
also, that screenshot, easy fixes all over... I'm just gonna go pour acid on my head while I scream really loud, wishing for humanity to learn how to avatars.
By lowering it to 10k, from 32k?
That's not lowering?
I also will mention, that majors issues in performance arise more in encounters with the PC's, I rarely have issues with Oculus quest. We already can't access rooms purely for PC, most avatars can't be used, now again, another wave of avatars can't be used
I'm saying, that by strangling the quest now, your killing yourself. The quest owns the market right now.
PC users have the advantage, and there are some that go out of their way to crash questers.
I'm bringing this up, because I'm annoyed at how the bar for quest is lower than PC, yet the claim is performance. However the quest runs better than PC.
I wouldnt think about using 10k
I will say it.PC's crash the quest, but quest can't crash PC.
Stop stabbing questers, I'd recommend posing a overall limit across the board for performance.
the default limiter will limit it to 7.5k and knowing people, not many will bother changing it
I mean, I kept getting crashed by PC users. Dispite that I can't see their avatars and such. If you impose a limit on avatars, and set it so there is one format.
Then there is no confusion on making avatars.
And then there isn't a argument between what's better. Because the stats and requirements are the same. Then all rooms can be accessed and so on.
But I will stress, and will continue to do so, so anybody telling me what my system should be telling me, that my avatar shouldn't even be in good at 63,222 polygons, and it is telling me that it is in good performance, is complete garbage, that this update will screw players.
graulis, youre funny, good joke. straight up if you develop an app for the oculus quest there are plenty of these performance analytics to take into account. I think youre focused too much on comparing what vrchat is doing when you should probably be reading the quest developer documentation to understand why these restrictions exist. Also understanding that the quest is effectively a slightly more powerful android device objectively does not make it better than pc right now due to all the mobile specific restrictions, mainly around performance.
yeah. the quest is running a mobile GPU after all, and that thing has easily noticeable limits. IIRC Oculus themselves recommend 100k tris per scene in some official tips for mobile devs back during the GearVR days, and the processor the quest uses i think comes from the same phones
with a world limit at 50k tris and a reccommended player count of 8-10, it makes sense that the avatar limits are 5k, 7.5k, and 10k respectively
In essence though, people might say the quest runs better. What they need to realise is that it technically cant run better but it will run smooth only after its been restricted and the content correctly optimised. the same can go for PC, if pc gets even more restricted it could run better but then the pc can still handle far more than the quest can performance wise.
exactly! PC worlds could be running just as fine as quest worlds in terms of FPS, stability, and general performance if people just followed the guidelines up to good, medium if you wanna be a bit greedy but they'll still run fine
explanation: the avatar limits are not designed around the individual, but are designed for the group. they're enforced and heavily encouraged because while 3 or 4 people with very poor avatars in a room may not cause an immediately noticeable performance drop, having 20 in a public room is definitely going to cause some shit to go down for most systems. after all, the game should strive to run on as many PCs as possible - including desktop users - since this would not only mean smoother, faster performance for all, but also the potential to have even bigger rooms than we have now.
thats why the tri limit is 70k, why 10+ dynb checks is very poor, and why most avatar limits seem outrageous at first: if everyone has a 400k tri, 60 draw call avatar, thats going to be a massive fucking problem when they all get together
@languid lion sure I'm funny.
But I got told I'm lying about how my avatar is, when my system is running at good, and a person says I'm spouting B.s.
I did read this. I'm also saying questers feel like they are being singled out. The bar is already low.
content creation for a multiplayer game differs significantly in terms of restrictions and on top of that you need to optimise for a mobile VR device.
The main reason for my Ted talk, is I'm annoyed with the devs reasoning to make it so that avatars over 10k can't be seen by other questers. We are not experiencing issues untill PC's are involved.
might be a specific case. sometimes shit just runs better for no reason, but you cant rely on the sheer luck behind the systems that make it run better for every person who makes an avatar. you may be the only person in a room of 12 where your 20k tri quest avatar just so happens to let you have more FPS than a 5k tri one, and that doesn't mean that everyone else is experiencing the same thing - and even if most of the players did experience higher FPS, it wouldn't change the fact that it's still taking up precious room on the GPU, which could go to more avatars, thus making the room lag anyway as it starts to approach capacity
and i think 10k is fine. most of the quest avatars ive seen are fantastic and a handful of them look less scuffed than most PC avatars ive seen despite being aimed at 5-6k tris
and I pointed you to the quest development documentation. 10 quest users at 10k polys is already at the maximum recommended by Oculus
then some people got greedy and aimed for sub 7.5k, and now they have an extra 2.5k to work with
that means no world to render at that point
vrchat has been very accommodating by allowing anything above their initial 5k recommendation for avatars.
obviously its not going to be for everyone, because mesh retopology is hard - but people with more skills or the will to learn more will come around eventually
definitely much harder than using CAT's to combine meshes and MATs tho, which is 90% of optimization for PC avatars apart from "use common sense, check the limits, and dont mod your SDK"
๐ then why have I been able to use my 63,222 poly avatar with no issues?
get 10 people with your avatar in view with a decent world and I want to watch you hit 72 fps
Ah yes
i dont know. define no issues. is your framerate stable all the way through or does it fluctuate a lot? you testing it in worlds with just you, a few friends, or full blown public worlds? are other people experiencing frame drops?
And yet, I've been in rooms with 19 other questers, no issues. Add a PC, everything fucks up
lmao graulis
So what u tryna say
why do people still give him attention when he clearly has no idea what bullshit he is saying
there are a ton of cases that can crop up in a game where the content is produced and facilitated by a very powerful game engine and few limits on what you can do
Just make some worlds for quest users only
im rlly tired and cant sleep, leave me alone >~>
Is that it?
well we try to educate users
anyway, the avatar limits are designed around the worst case scenario
some people dont want to be educated :d
the worst case scenario being that everyone has a 69.999k tri, 10 material, 4 mesh avatar, and plug quest-respective numbers if you need
if everyone at least tries to keep everything under medium the game should run mostly fine,
but looking at public avatar worlds, people dont try
and even if its poor, it should still at least try as long as you start bringing down the player count
there are like 4-5 specific creators, using 150k polys, 40 meshes, 7000 dynamic bone collision checks etc
they arent trying
Yup I agree with kina
the biggest, widespread issue is just misinformation on proper avatar optimization, why it matters / why you should care, and the fact that it only takes a few clicks to do most optimization
though i will agree that there's also the fact that public world creators also just tend not to do it out of sheer laziness, some even just dont want to do it out of...not being told what to do? i dont know >~>
but for now the most we can do is just talk to our friends or anyone we can with the promise that PC VRChat can easily push 60+ frames in worlds of 20 or more players with just 5 min and a few clicks of your time per avatar
because at the end of the day, even if it was 2021, the devs did their shit, and VRChat ran so well that you could actually have the luxury of listening to music on youtube while playing it, your experience will still be ruined by people who upload avatars with component counts 6x above the hard limits for any bad reason
@delicate basalt this I agree with.
As I mentioned prior, I encountered a person with a client that has be modified, with the purpose to repeatedly crash people
But like I also said, set a hard limit for everything. This way everything match's and works.
Yes
we should both know that it isnt gonna work out in the end
no because the quest cant handle the hard limits that the pc would have
Low ball everything
maybe when the devs iron out VRChat they can allow a bit more leg room for avatar content
how do you get running link???
but at the day, a smartphone processor has nowhere near the capabilities of even an i3-6100, and a smartphone GPU is dwarfed by any normal PC GPU
and at the rate tech progresses, it's always gonna be like this
we need to have different hard limits for PC and Quest, else we run the risk of cracking down the game's content on one platform or making it unplayable for another
Well, everything is getting smaller, and in a few years the quest will run better than current day gaming PC. So if you low ball a standard hard limit. Then everything will run smoothly, and you don't have PC players purposely crashing people at whims desire
everything moves forward, not just mobile hardware. by that time, the "2019 gaming PC" is going to be mobile hardware, and the gaming pc of 2030 is going to be miles ahead of anything we have now. so will script kiddies, custom clients, and crashers
limits and migitations are going to have to exist every step of the way, and although we can lift them as time goes on, they're still gonna have a similar relative relationship in the future.
if the Oculus Quest 2 (or Oculus Journey as I hope it's called if it ever comes to in like 2025) can run 70k tris, 12 draw call avatars, then that means that the Rift 2 is going to be running 700k tri, 60 draw call avatars. this is a scuffed, gross analogy, but you get my point
i mean no matter how far into the future we are, the pattern is gonna be the same
probably move the conversation to #quest-general or end it. this is not relevant to developing avatars anymore
Point is, right now it works.
Don't fix something that works. Look at what doesn't. And fix it. Right now, look at lowering and fixing a hard standard at PC limits. Or devs need to upgrade their hardware. Because restriction of quest avatars is going to cost them a audience.
the people making content for quest have already followed the restrictions
most of that isn't even true anyway tho. the SDK limits for PC do not need to be lowered, and the devs certainly do not need to upgrade their hardware, and this is definitely not going to cause them a big audience loss. nothing that cant be replaced anyway.
I applaud those that do follow restrictions, I really do, but when I got harrased by a PC player that has a client that lets them fly around and drop portals on people and they crash both PC and quest....there are issues. And not all of it is quest. Just saying
If it works, don't try to fix it.
yeah i unironically got DDoS'd for hiding someone who had an unoptimized avatar so there's some serious hostility from some people regarding misinfo about optimization and what matters
if quest users say they aren't impacted by polys then you shouldn't just tell them they're wrong, it's not something we're just hearing once or twice either
At best it's bones, I was made aware of an avatar that has well over 77k but has 6 materials, and the killer of what made it poor was it included 137 bones. That's what made it poor. It's not the polys. And I've been trying to say that. But nah, call me a liar.
I don't care what tech talk you use. But I'm saying, is even if you don't see a PC avatar, the presence of their avatar affects questers. You can block somebody, but their presence in the room still affects you digitally. I blocked that person with a modified client and they repeatedly dropped portals within seconds of each other (on me) that lasted only a few moments.
It's not the polys.
ayyy uploaded my first avatar world
my problem with the poly hard cap is the fact i have to decimate my model more which was already optimized for the quest
and that's going to make it look like ass cutting out another 20-30k polys
If you can remove 20-30k polys from it then it wasn't optimized for the quest though ๐ค
@pastel delta whats the name of the world? would love to check it out
except it was when it clearly had no problems before.
shouldn't have to potatofy something for a system that can clearly handle it
@pastel delta is it for quest? i thought they said those avatars wont be available anymore
who said they wont be available? what do you mean?
@craggy glacier its Kinami's Quest Avatars they are still not as good ad they could be, but im still learning and ye
ah don't worry, im still learning too
few of the avatars in my world are scuffed as fuck
optimized though, thats what counts
@pastel delta so the poly for ur avtaars is 5k? if so thats amazing
@pastel delta Looks great! Iโll have to poke around your world and try them out. ๐
i decided to go with 10k instead of 7.5k, because im just to bad to get it good looking with decimation alone, going to look into retopology the next few days
and thanks ya'll โค
ahh okayy well good job either wayy~ its fun to learn imo
Looking good! Gonna visit the world as soon as I get to play VRC
Ok stupid question but what is the best way to make low poly shoulders?
I can technically already make shoulders but they are way to square
At 1103 tris this is pretty cheap, adding some loops around the shoulder should be pretty easy
that looks very good
Yeah that's a nice reference, has plenty of budget left for details too
Kinami i just checked your world and the avatars are really decent! xo
https://i.gyazo.com/500fadaee608a768c9980723e668064f.png work-in-progress of a low poly of the VRoidStudio female mash 5300 triangles at this point
vroid is fun and amazing to use, but that looks cool!
Huh guess I was making the shoulders kinda right(minus the lack of polish on the underarm and a bit of roundness)
Though going of that I really should fix the arm locations though
Still thanks though
I'm trying to get it under 5000 triangles but haven't quite managed yet so that there's budget for hair and clothing
also last stupid question would you call optimized enough for 1000 tri including all clothing (albeit with arms or leg) or are there still major spots that can be improved with minimal impact to the shape
I believe the very top polygon loop on the chest can be removed
Looks ok enough to me
That's good to hear, also hopefully I remember to remove the top loop tomorrow and maybe add some hexagon arms
Love seeing what people can do with low poly models.
True, that is what I did on the older models but I could not get enough detail out of them for my liking plus I can just texture the base model to be the clothing( with some minor editing ) to reduce any Tri later
That and the clipping started to annoy me even though you really could not see it
I'm trying to import a fbx into blender for an avatar I'm trying to make for the quest and I'm getting this error anyone know how to fix this? version 6100 unsupported must be 7100 or later error!
@outer tide
Never heard of that issue ever before, sorry
ok I'll try to reach out my friend on google hangouts who might know how to fix it. He knows blender in and out like the back of his hand.
Have you tried googling the error? / is this normal blender or cats fbx import
I googled it apparently I need to update the fbx using a software to update the fbx file to a working version
๐ค I'm sorry, I still find it bs, that they are making it harder for avatar creators.
When avatars run good to excellent at 63k+ polys, somebody is bullshitting me; especially for questers.
10k is fine. But be block automaticly after 7.5k is annoying
Its like when they but the dynamic bone limiter.
Everyone was. Why my dynamic bone dont work
and since editing the limits is a pain people ended up disabling it and forgetting about it
anyone know how to apply multiple textures in blender I'm trying to make a pokemon avatar for the quest and I'm trying to put on the texuture for his eye bu I keep putting it on the entire body.
@safe gazelle you need to learn "UV unwrapping"
The uv of the eyes are maybe on a completly other uv map
On mobile. They use a range of 2D texture for the face/mouth to have less poly. Some time its combine with the body and other time its its own material
ok I got it
Reminds me I did not made the 2D viseme tutorial that I wanted to do.
does anyone mind making it because I'm struggling over hear how it doesn't look right
@dry zealot
What is that
Lugia with UV map problems I believe?
It supposed to be lugia and his eyes don't loo right I'm trying to fix it
@cyan spoke
The pic is a bit small to understand whatโs going on, but to me it definitely looks like the UV map is misplaced
how do I move the map so I can fix it?
Blender has a UV map editor; I dunno how to use it since I use C4D for modeling, but thatโs pretty universal
Someone here might help you better I believe
You'll want to look up a tutorial for UV Unwrapping for your chosen 3D development software.
There's a decent chunk of info to go over, I think.
^ indeed
@cyan spoke do you think you could make it for me or direct me to someone who can help me?
With UVs, working on a single part of the model's UVs, but not knowing what to do with the rest of it, will mean you have to go back and redo stuff later.
Just search for "UV Unwrapping Tutorial Blender"
But someone here might have a good tutorial saved.
When searching, make sure to include your version number for Blender
Iโm not at home right now. As Krackatoa said, just look up for a tutorial on Youtube. There are plenty
Itโs not as hard as it looks!
Learning to learn is as important as the information itself.
Since you're going to run into a few issues with UVUnwrapping, information that may be missing from videos we give you.
I someday want to learn how to do this so I can make games and maybe someday make my own vr experience but I'm struggling with making models.
It's best to get used to scouring Youtube for tutorials
I already followed youtube and then that happened
You need a better explanation on UVs, I think
Because it almost looks like the UVs are "overlapped" on the map.
I suppose you were trying to reduce the polycount of the model?
It's possible for UVs to share space on a single texture, causing the texture as it exists on the model to "break"
I think I need to get in contact with my friend on google hangouts who knows this like the back of his hand.
So you need to learn how to fix UVs within the UV Editor before you'll get anywhere
You'll want to look for a comprehensive UV Editor tutorial.
he can then remote control into my pc using TeamViewer
If it's not a problem with multiple textures/UV Maps, you're going to run into this problem more than once if you don't get all of it explained.
So in the meantime, watch some tutorials
Anyone know where to find funny avatars please message me being new to vr chat I only know of big als
Hi guys! I need some one who can help me with blinking and mouth open rigging in blender for one custom avatar, please help)
so what shader does work with avatars, every single one i pick says its unsupported
anything in the vrchat-> mobile category
if you don't have that category (not mobile itself) then get the most recent SDK
That's so cute
hi, im having a tiny issue making an avatar for quest
how exactly do i change the shaders to the mobile shaders?
i dont know how to access the shader settings
so @jagged sequoia interesting bit, i dont have the materials under skinned mesh render
theres nothing under there
does a texture show at all on your mesh
could I see a screenshot of your model & the object hierarchy
underneath dynamic occluded theres nothing, even though im pretty sure theres materials
did you happen to add that skinned mesh renderer yourself?
...no....
try clicking on that says polygons
you need to select your mesh not the root
I dont know why your root has a skinned mesh renderer
well shit
which ones the mesh?
wait..
ah, heres the issue
but dont know how to fix it
it's greyed out
youre hierarchy looks incorrect for vrchat, and your avatar is nowhere near ready for quest with that many meshes
you need to make a texture Atlas for it https://www.youtube.com/watch?v=0cSesu_zkQQ
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...
follow any vrchat avatar tutorial for using cats in blender. you need to combine meshes for a start and rename the hierarchy correctly to the vrchat one
looks like im gonna be busy...
yep
It's fun to learn
lots of new things to explore and learn
Been working on different pixelart styles. Here's a tiny pistol!
cool
looks sick @foggy garnet you should do some more and sell on the unity asset store
thank you! I've still got a lot of practice to do (the texturing on this handgun's still kinda wonky) but I'd really love to make some kind of living out of lowpoly stuff at some point.
getting really good at decimating by now >_> still alot to improve, and still didnt touch retopology :/
Looks really good loving your avatars so far
looks great, yeah!
dont give me to much credit, the models are still from deviantart, not selfmade MMD's^^ im just decimating and doing basic stuff
looks good!
just to be 100 again, after update the poly limit for quest is 5k or 7.5k?
cus i reallly wanna make my custom avatars again
Excellent/good = 5k
Medium = 7.5k
Poor = 10k
Poor is blocked by default, above 10k is blocked permenately
technically the limit is 10k, but if you want everyone to see your avatar without having to tell some people to change a setting, the limit is 7.5k
alright thank you
hmmm... would i still be able to like use blendshapes/expressions?
Yes, animations are limited I think just due to the hard limits but you can edit blendshapes values via gestures
ahhh okayy
you can have unlimited blend shapes
i have not found a hard limit
you can also animate a blendshape 90times per second
you could essentially have your blendshapes "draw" other shapes
yes
you might -destroy- your existing ones decimating but otherwise you can -have- them yes
yes you can have expressions. here is my avatar on the quest @velvet portal https://twitter.com/PeterJCasaey/status/1137912065786634240
its an #OculusQuest version of my shiba inu avatar on @VRChat!! Very fun challenge to get all the expressions working with only 4,276 polygons! #gamedev #vr #animation #motioncapture #crossplatform https://t.co/tj8qoc4Xbc
394
Aweee that's so cuteee~!!! Well okay thank you!
Be careful with blend shapes, for some reason if you move a lot of verts at once in a lot of shape keys it tends to destroy performance.
I've seen a model that was 60k polys and lagged me to death whenever its user spoke, because every vert moved differently on every shape key
That was on PC
probably an issue with decimation
if you decimate in edit mode it ends up making every vertex move on that shape key
you need to shape propagate to fix that
every vertex has an ID number, shape keys just interlopate between vertexs that moved. If you decimate, you change the id numbers of each vertex
Propagate shapekey all the body that normally wont move with a shape key
If you need to reduce polygons on an area with shape keys do it manually by dissolving edge loops. It's safe to delete vertices, and to change edges and faces, as long as you don't create or move any vertices
Also take backups and check that your shape keys haven't exploded periodically
^ very important lesson to learn
just finished my quest optimized version of my avatar
left is 7,478 poly
right is 16,238

@craggy glacierใmake sure the first five shape keys, in order are basis, left and right blink, left and right lower lid
You probably shuffled them at some point
thanks for the info, ill look at that when i get home later
Heya, all! I was planning on getting an Quest, any ideas if there are any wolf/werewolf avatars for this yet?
Probably at some point
@craggy glacier so amaazzing gimmee lessonss haha
For quest avatars things like blinking and visemes are still possible right?
Yes @prime imp
Alright thank you for clarifying ๐
@stuck iron there are a few, even in the default avatar list, if not I'm sure you could find one or get one made
Thanks @random badge !
anyone know how i can use my quest version of my avatar on pc version , i dont have a quest but i made a quest version
upload the quest version in the pc slot
its already uploaded i just want to change my avatar to the quest version
how is it possible on pc cause it using my pc version since im on pc
I don't think you can see the quest version unless you are actually on quest.
yep, can't see quest version unless on quest
remember, the quest versions are built for android. they simply won't work at all on pc even if you could 'toggle' between them
you need to actually build an avatar for pc to see it on pc
Switch unity build to pc from android and upload it again.
is it easy to make a penguin on the quest?
i said it was already uploaded and that kinda shit that u need a oculus quest headset to test if it work as intended
just upload to the pc slot.
instead of the quest slot
then you can test it all you want (except for th elittle things like different LOD distances for texture stuff)
they could add the quest graphical setting in the menu
and not have to spend 450โฌ just to try out and test if ur avatar is setup properly
they can't because as i said, the quest avatars are built for android. they won't run on a pc
it just doesn't work that way. it's not a graphical setting. it's a different platform.
true
im still waiting for them to fix the time outs
since the new ik update
i can't join anyone
Upload the quest version on the pc build
Or just ask a Quest user to test for you. ๐
@stuck iron shiba avatar
Can quest avatars be rigged for fullbody for those who wish to use it around their quest friends?
ye
It's saying my "Unity package upload failed" / "Failed to optimize". What do I need to do to fix this?
an avatar i just uploaded is slightly clipping through the floor, any possible reason why/fix?
Excessive texture size is entirely unenforced on Quest. Isn't this problematic?
its soft enforced by avatar upload size isnt it
I'm trying to use the newest version of unity and its giving me issues making the avatar.
wdym by newest version?
hold on can i dm someone my avatar to see if they like it?
i need opinions but this server is blocking all my images ๐ฆ
thats a big L if u ask me
wdym blocking all your images?
you can put pictures just fine in here https://bocchi.is-pretty.cool/4CYFQfy.png
Are they too large? are you dragging them onto Discord from a window without full OLE support?
So I'm gonna hop on vrchat tonight is there any new avatar world's I should check out?
@viscid bloom off the top of my head u should check out Kinami's if u havent already
I believe I have been there before but kinami recently uploaded more right?
hey das me
i just updated the world to be a world and not a flat plane, no idea how it runs on quest, still working on most of them
I can check out its performance after I get home @pastel delta
22 avatars sofar, some are to broken to be public, some are broken and public, atleast they are out there i guess
I have 17 i think at the moment on mine
Cutout is not allowed on quest due to it not handling transparency well
@still tusk cutout on mobile is quite expensive so there is no shader for Avatar for it
It's the opposite of pc where it's almost free!
WAT
IT'S Expensive on Quest but not on PC?
I didn't know that Cutout would be jarring on performance
Frick, even the 3DS handled it.
is there a technical paper on these issues?
or are people simply running some stats and trying things out?
<-- software developer interested in performance stats
@still tusk the 3ds is a completely different type of hardware and anything between them it's very unrelated
It's not that "this computer is too weak to do cutout" it's that the way it works is just different, making it worse. If Android did everything like how it's done on pc it would be the same low cost as it is on pc. I don't know enough to explain why they did things the way they did, on mobile
Actually cutout is heavy on all platforms, but on PC it has much less impact due to the amount of power of the GPU. A decent explanation: https://www.gamedev.net/forums/topic/655602-why-discard-pixel-take-a-noticeable-performance-hit/
something as simple as that if(textureColor.a 0.5f) discard; take around 25% hit in frame rate (assuming all the objects on your scene use that)
For 3DS they might have used a different shader optimized for the integrated GPU or vice-versa, I have zero info on that ๐
A lots of low poly game use transparence or cutout idk
Cutout is not going to kill the performance if used on small areas, but imagine 10 avatars only using cutout shader, that will kill the performance quickly
You can fake cutout with an AlphaBlend shader, same result and better performance
same thing with Anisotropic Filtering, its horrible on console, but a shitty computer from 2004 can easily do x16
hardware is a complicated thing
In this case, mobile GPU's do certain optimizations that are canceled out by cutout.
More Avatars woo, taking a break from quest avatars tho
@distant epoch its so a quest doesn't have to worry about performing an alpha test when rendering.
@hushed wedge to be fair PC GPUs do the same optimisations, they just have the memory bandwidth and FLOPS to tolerate a fair amount of alpha and cutout
nice
can I have 10,800 poly's with a Quest Avatar? I will have only 1 material.
I'm down to that from 27000 and it looks pretty good. This is without having to fix any clipping, etc.
I'm at 30k. It'll be months for me.
Well last I knew 5k wasn't a hard limit.
I didn't know if that changed. Did you get a Quest storm or are you just trying to be friendly to Quest users?
Good thing 10k is there. It's reachable now.
Haven't seen hardly any. 10k is hard limit.
I think 7.5k to 10k is going to be the very poor rank ans 10k and over won't be seen.
I can surely hit 10k. Beyond that is beyond my skill level. IF a Quest user prefers placeholders they can block me. ๐
I will keep trying to do better. Actually it doesn't look too bad without the hoodie. That can probably save a lot of Poly's but I would prefer to find a simpler hoodie to serve as shirt and all.
800 is really close.
eeehhh
check if you have any overlapping parts like are their arms under the shirt you can delete them
Ok, I will. I also need to learn how to add points to the mesh. Quick tip on that?
Overall it looks good, and I'm certainly willing to live with some rough edges to for a decent overall impression. I have fixed several tears just by pulling out existing points, but I need to add a few back to the top of the hoodie and the sleeves, etc.
select two edges you want to fill & press f
I'm needing to add shape back
how much experience you have in Blender at the moment
hardly any. I just uploaded my first avatar yesterday. I'm a pretty fast learner, but 3d models were completely new to me.
It doesn't look bad without the hoodie, but I would need to do a lot to the hair. I would want the back to look like the front.
well for one thing you still have the back of the head behind the hair you probably want to delete that to free up some polygons
involve copy-pasting hair chunks
but those hair chunks would add poly's. If I add a few mesh points I can make the hoodie look better.
first things first let's go delete any duplicate Parts under clothing as it going to free up a bunch of polygons mind showing a wireframe of the model
I'm at 10,100 with that.
Tris not faces right? Faces are below 10k now
Sure, give me a minute.
The clothing and parts that are hidden are really pretty basic already.
you still should delete them regardless so that you have more triangles for stuff you can actually see
could you zoom in showing the side of the head wireframe
mind if I see the triangle count displays
Not sure how to do that.
just take a screenshot of your whole blender screen
okay you just need to delete 110 triangles
The coat and shirt cover the top of the pants.
I know I don't want to decimate joints, but is there a way to select portions of the mesh to decimate?
I wouldn't recommend decimating the joints at the moment I think you're better off deleting the top of the pants.
Right that is what I meant, is there an easy way to delete the top of them?
select the jacket and move it out of the way by dragging a Direction and then pressing the number 4 so that it goes 4 meters so that you don't accidentally delete the jacket
Even if I lose the hoodie later I would stick with a long shirt. Probably the one that is on it.
hiding it won't work?
is it a separate object from the rest of the body
Yes the jacket and shirt are both seperate.
It used to have dynamic bones, but obviously not for quest
then go to edit mode on the pants
Watching this unfold is mesmerizing
you can press the B button to box select the parts you want to delete
Ok, what is the best selection for the delete? Edges and faces?
and I needed to know that Box select option agest ago, lol
faces
9,723
Now I wish I could put some of those back on the jacket and save some work
Do you think 10k avatars are ok on Quest, or should I really try to create something 5k in the future?
you would want to get it below 7.5 k so people can see it by default in the future
A big help for that would be to find a hoodie that can replace the shirt and jacket combo but still cover the pants.
If I found one I was happy with I could loose the entire back of the head and hair too.
go look for one but try to get it uploaded and working first
I have no natural artistic ability but I can use tools to pretty good effect. How hard is it to create custom textures?
Yes, I just have to copy my project and add the android SDK. The sleaves and shirt didn't like the mobile shaders earlier. Any pointers for how to change the shaders in blender that caused that?
not that I could quickly explain on the sleaves and shirt
as far as custom textures depends on what you want to do
Ok, well it's definitely for another day. Getting this working today was far beyond anything I even imagined doing. I only have an hour to an hour and a half tops decimating. Thankfully I hit under 11k easy.
Actually for Quest, if the textures don't cooperate I can just make them solid black, not big deal.
But as they are the mobile shaders made them transparent. I had no idea how to fix that.
which mobile shaders do you select
Can I pick a different texture in unity so that they appear solid?
I tried them all. I can't remember the name but the top option under mobile shaders looked best.
select that and take a screenshot of your entire Unity screen so I can see what's wrong
I sent you a DM. If you aren't present here I can update you. Before I try that again I want to go ahead and copy the project and set up the SDK...so if I get it fixed I don't have to do it again.
How do I add to the mesh so I can clean up the front of the hoodie?
add points?
actually I got it. It's not round but it works.
cool
Is there an easy way to scale Avatars to look correct with FBT? I'm 6'4. By the time I adjust my real height I have ridiculous arms.
But I did hear that even just a hip tracker adds a lot of movement. I tested that today and its true. Still I want my legs, lol.
don't have a lot of knowledge on that as I haven't done full-body tracking
Understandable.
learning more about blender the future as that would be handy
@viscid bloom out of curiosity what's been mesmerizing about it
Just seeing the process, I have no clue how to make avatars so it's really cool
you should definitely give it a try sometime
Ok, it looks great. Everything is definitely acceptable, except the odd transparency to the right of the neck. The hoodie is complete on the other side. Any suggestions?
not that I can think of that will be doable at your skill level
yep that's a screenshot from Unity
Right, I mean it didn't Atlas that way. It looks fine in blender
Can I edit the mesh inside unity? Strech something from the front side to hide this?
you have to do that in blender
Any idea what causes this kind of break between unity and blender though?
blender doesn't have backface culling turned on by default
n button while in blender a little menu should pop up in backface culling is on it
your problem is unrelated to the mobile Shader it has to do with the model itself
Do I need it on?
yes I need to turn on the backface culling if you want to see the the hole in the back of your hoodie
so that you can drag vertices to hide it
How do I hide everything but what I have selected?
and how do I add new vertices if you don't mind?
If you select everything and then deselect the parts you want to stay visible with shift-B or shift-right click, you can then press H to hide all selected vertices.
It's alt-H to unhide them
Ok.
and then to add vertices
I only have one I can move on that side on the inside
basically, vrchat mobile shaders don't include any double-sidedness
so you need a mesh that's viewable from both sides to actually be modeled with both sides
duplicating one doubles the polycount of course
but you can select a mesh-> hit space -> duplicate mesh-> hit space-> flip normals
Right. I have room to add enough poly's to get it done.
you also probbaly should have removed doubles before decimating
because now you've got gaps all over from disconnected faces
If you're wondering about creating individual vertice points, too, you can do it in a couple of ways.
You could create a loopcut with ctrl-R, or use the knife tool with K.
I'm getting the option to duplicate but when I hit space again I am not getting the flip normals option
Oh, you might need to start typing it in.
The space key works a bit like a searchbar for tools.
Oh that remove doubles. Yes, I recall hearing about that but forgot all about it.
The duplicate and flip normals aren't giving me anything.
can I join objects to fill gaps?
Like, two separate meshes? It should be possible by either selecting vertices and using F to fill a gap, or selecting two and using alt-M to merge them.
Just be careful with shapes connecting over four vertices, they can get weird when flexing or shifting.
Phew, I finally duplicated and flipped some.
Can I select the poly's themselves easily? I'm selecting the vertices until it finally selects the filled space, but I'm having trouble getting that to work on all of them.
and I just drew a line somehow that ctrl z wouldn't remove
It's a GP pencil but I can't delete the stupid thing
Oh, I'm not sure about the pencil. If you use ctrl-tab, though, you can choose to select edges or whole faces (polys) at a time.
Thank You. That helped a ton. I don't think the pencil will export. I hid it from view
Ok, so in unity I could see through my arms at the shoulders. I have no idea why. Apparently due to backface culling but the backfaces should not even be seen.
Do I need to duplicate and flip the poly's at the shoulder on the sleeves to fix that?
Or was that happening because I didn't have a backface on the exposed sections of my jacket?
I'm sorry, I don't have enough experience with quest shaders to figure that one out. You could always try the duplication method, just in case.
ok
what am I doing wrong when trying to hide everything but what I am working on? I know how to select all. How do I only deselect what I am working on?
Oh, holding shift while using box select or right clicking should deselect specific vertices or faces.
Ok, and when I try to edit the shirt which appears to be inside out, it disappears when I switch to edit mode. Any ideas?
Maybe it's hidden? Try using alt-H in edit mode.
That was it. I didn't even know that was possible to do. ๐
I am actually very glad I had these issues. I have come a long way in learning to navigate and manipulate with blender. I half know what I am doing, but if I hadn't had these issues, I wouldn't have learned this tonight.
The beginning's always pretty rough, I think. I'm not proud of my first avatar, and it probably took more than a month to create, but it was still probably the best way I could've learned to use the program.
I think you're doing really great so far! ๐ ๐
Yes, my first was just an MMD to Unity conversion but I did atlas the textures and modified some textures. That was earlier today, and then I had a wild hair to create a crossplay. I started with 27k
I appreciate the help. I fixed it.
Now just to finish descriptors, etc. Best part is, I still need to do more for my PC model, but this one is done. The only way I can go below 7.5k respectably is to trade the sleeves, shirt, and jacket for a single hoodie.
Ey, nice! The model looks great, I'm glad the shoulder areas weren't too much of an issue.
Thank you. Well I am getting complaints about the visemes
Does Quest use them?
Sorted it out. It was an unfinished model that was in the project folder giving me that result.
Well it didn't upload as a Quest version .
2nd time time unity has blue screened my pc
very interesting thing happend
this is how the model looks like with many materials, using ToonLit
this is how it looks with one texture, same shader
anyone know whats up with that
Blind shot... It looks like the whole texture is darker from the preview on the right
yeah but why, i guess i should ask on CAT discord what the atlasing actually does, maybe it changes the color space?
Never used that, but yes it looks like something else is messing with the texture
or you could try and use photoshop to make the texture bright again
Eye tracking/visemes/gestures is all fine for the quest right?
Yes
It's a long shot, but have you checked that the colour of the material on the model isn't set to something?
IIRC, unity materials sometimes have a preset colour that messes with things a bit.
Do particle lights work on Quest?
can't upload because button is greyed out.
Does it say you can upload?
scroll to the top and check if there's any red errors
PC on left
Quest on right
excellently done
What am I missing on getting my Avatar Crossplay. They are named the same and as identical as they can be, what is keeping them from being crossplay instead of PC only and Quest only
Same id?
Same name. What id exactly? Maybe that's what I'm missing.
when you upload an avatar it has a blueprint id
they need to match
you can remove the id (detatch) from one and attach the other one's id to that one
and that'd match them up, then upload again with that id
Ok. I see that. I should have asked sooner, lol.
So on the hierchy do the names need to match or just the structure?
Because it is definitely hard trying to match names while keeping Quest and PC content separate for editing, etc.
I was careful to keep scaling the same and of course the Quest version is just the PC version decimated, so I have the same bones.
not really sure
Ok, well I'm hopeful I have it this time. My internet is horrible so it will take a minute to confirm.
@gusty patio I didn't know you were into content creation. Have you bought a Quest or are you just trying to do crossplay to be nice?
I do crossplay to be nuce
Well it is appreciated, whether they know to or not. I have a Quest in addition to PC, and it's impressive at first but placeholders really make it suck pretty bad after a while.
At least as someone who has played PC quite a bit. VRchat is the worst experience I have had on Quest, and they should do something about it. Any solution but placeholders in game will be better.
I thought having my own avatar on Quest would help, but in a world full of placeholders, it didn't matter.
I digress. Thanks for the answer on the ID. I'm just surprised that in discussing this placeholder thing that people not only don't care but they are actually opposed to addressing it. People who have PC of course.
i try to spend almost all my time with quest users
more than half of PC users don't have VR anyway so it's not like you get less interaction
@formal zodiac I am. Haven't really done full size avatar creation though. I don't plan on buying Quest any time soon but I am slowly working on making a compatable version of the avatar I use now. I mean it was at 44k and now 30k. I'm going slow because I don't really visit many cross play worlds anyway and when I do a rarely see a Quest user.
yeah and right now it really can't be that fun for being a Quest user. I still think it would have been better to not make this cross play and that would beneifit both Quest and PC.
Because at this moment, Quest users need to join worlds in hoping to find more Quest users but need to fight through all the placeholder PC users.
Exactly Storm.

