• VRChat Thread v1 - "How do you make custom avatar?"
    826 replies, posted
[QUOTE=Nookyava;53115990][t]https://i.imgur.com/fbAzK2S.jpg[/t][/QUOTE] Lil nook. [t]https://steamuserimages-a.akamaihd.net/ugc/936056105842119403/2B7B6F082E4224C1A7E91E115260613B1065C46B/[/t] [B]Big nook.[/B]
[t]https://www.dropbox.com/s/5imnyax4d8vvjt3/20180205050859_1.jpg?dl=1[/t] Shoulder nook.
[t]https://i.imgur.com/ZE1Ub7f.png[/t] [t]https://i.imgur.com/fFDjciV.png[/t] VRchat can't handle this much SMUG, I might update Sam again to add a single twinkle particle when he smiles
[QUOTE=Orkel;53105268]You could have gotten a roomscale Rift setup for like $600 CAD though[/QUOTE] I bought mine for like 400-450CAD few months ago for the full bundle when there was a rebate, i dont really see the point to spend so much more for a vive with its better room scale, rift can still do roomscale fine and walk around a bit, nor why needing large roomscale with the vive outside of short experience VR APP or minigame. With the saved cash i upgraded my motherboard and got a Ryzen 5 1600x for its futureproof potential with vr.
Yes I am the Nook of shoulders, bigness, and hugs.
[QUOTE=Nookyava;53117237]Yes I am the Nook of shoulders, bigness, and hugs.[/QUOTE] Also pokes, stop poking me dammit.
[QUOTE=Reagy;53117657]Also pokes, stop poking me dammit.[/QUOTE] hey. wake up.
i checked out some LWA models i found on devianart theyre 100k tris would take a decade to decimate
[QUOTE=Fox Powers;53118553]i checked out some LWA models i found on devianart theyre 100k tris would take a decade to decimate[/QUOTE]Limited Dissolve before decimating, and checking trivial stuff like whole meshs on shoes can do wonders, namely with Limited Dissolve. Just try to avoid doing either on arms and the mesh that's usually for the whole face though. I decimated a Maid Dragon Tohru model from 98k to 19k without making it look noticeably bad. Biggest struggle is probably the last strech in the 20k range, but if you absolutely cannot do any more then it's kind of ok as long as it's below 30k. Soft cap is like 40? and unity hardcap is at 62k or so I believe. [editline]8th February 2018[/editline] If you really do need to cover the last stretch and arms/legs/skin meshes are the last things left to decimate; Collapse with Symmetry on at .5%-.7% range will shave off a couple thousand tris without killing the arms too much, or giving you pterodactyl arms. This will of course give the risk of having gaps open in your skin with legs in particular, but it's a easy but really mundane to fix by covering it up as best as you can in edit mode. If you have more than one monitor you can have Unity and Blender on separate screens to make it somewhat easier to fix. Alternatively, and I haven't tried this myself, but you can also use white tint and it'll basically mask it. As I haven't tried this I can't say how effective it is however. It'd probably be more reliable on less obvious, smaller mesh gaps. Oh yeah in case you didn't know, Limited Dissolve can even be used on stuff with shapekeys. It preserves them so you can get a couple hundred tris off easily. Thing is, I would recommend against doing this on the whole face mesh because then you'll face having a gap in the face. It might be hardly noticeable, but people have eyes for this kind thing. [editline]8th February 2018[/editline] Oh and another tip, before you hit 'apply' on decimate it still shows you what the tris will be had you clicked the button. I'm doing a pretty bad job of explaining but, for example, put any given mesh with large tris(say, skin mesh) and put it at like a % to see what your total tris will be after decimation, and do NOT hit apply yet. And it'll stay constant like that when you are on other meshes decimating without actually taking effect. So it can be kind of useful to gauge how much stuff much left you have to go thru before decimating the example mesh, if that makes any sense? Walls of text sure are scary!
[QUOTE=kamikaze470;53118599]Limited Dissolve before decimating, and checking trivial stuff like whole meshs on shoes can do wonders, namely with Limited Dissolve. Just try to avoid doing either on arms and the mesh that's usually for the whole face though. I decimated a Maid Dragon Tohru model from 98k to 19k without making it look noticeably bad. Biggest struggle is probably the last strech in the 20k range, but if you absolutely cannot do any more then it's kind of ok as long as it's below 30k. Soft cap is like 40? and unity hardcap is at 62k or so I believe. [editline]8th February 2018[/editline] If you really do need to cover the last stretch and arms/legs/skin meshes are the last things left to decimate; Collapse with Symmetry on at .5%-.7% range will shave off a couple thousand tris without killing the arms too much, or giving you pterodactyl arms. This will of course give the risk of having gaps open in your skin with legs in particular, but it's a easy but really mundane to fix by covering it up as best as you can in edit mode. If you have more than one monitor you can have Unity and Blender on separate screens to make it somewhat easier to fix. Alternatively, and I haven't tried this myself, but you can also use white tint and it'll basically mask it. As I haven't tried this I can't say how effective it is however. It'd probably be more reliable on less obvious, smaller mesh gaps. Oh yeah in case you didn't know, Limited Dissolve can even be used on stuff with shapekeys. It preserves them so you can get a couple hundred tris off easily. Thing is, I would recommend against doing this on the whole face mesh because then you'll face having a gap in the face. It might be hardly noticeable, but people have eyes for this kind thing. [editline]8th February 2018[/editline] Oh and another tip, before you hit 'apply' on decimate it still shows you what the tris will be had you clicked the button. I'm doing a pretty bad job of explaining but, for example, put any given mesh with large tris(say, skin mesh) and put it at like a % to see what your total tris will be after decimation, and do NOT hit apply yet. And it'll stay constant like that when you are on other meshes decimating without actually taking effect. So it can be kind of useful to gauge how much stuff much left you have to go thru before decimating the example mesh, if that makes any sense? Walls of text sure are scary![/QUOTE] i only wanted to check the model but thanks for the tip, might be useful for the next model i implement when i get my hands on it
Was a dude watching Nookyava's stream today who was so impressed with the Big Boss avatar that Korro Bravin made me that he kept insisting I was using a modded SDK and was going to get banned for going over 20k triangles. He refused to believe that the detail on the model was mostly normal maps and it was in fact in the range of 16k tris. [url]https://www.twitch.tv/videos/227123566[/url] Watch from 32:34. Alternatively: [twitch]JollyLitigiousWormCopyThis[/twitch] You can take that as a compliment, Korro!
Am I just unlucky or does everyone get some cunt trying to crash everyone every time they go to an Avatar Testing world?
[QUOTE=Fox Powers;53118681]i only wanted to check the model but thanks for the tip, might be useful for the next model i implement when i get my hands on it[/QUOTE] Making use of the different 'separate' commands can also be helpful for hunting down any abnormally-detailed buttons or ribbons. CATs has a button for separating by material, which is often useful because it keeps things like limbs and faces all in one piece. If you separate by loose, though, then basically every island of not-merged geometry can be inspected on its own for tris. For example, you could do that and then hide the jacket- and then see the buttons still there, because they were loose, and on further inspection see they're 5k a pop. If you separated by material they'd just be lumped in with the jacket.
[QUOTE=archangel125;53119218]Was a dude watching Nookyava's stream today who was so impressed with the Big Boss avatar that Korro Bravin made me that he kept insisting I was using a modded SDK and was going to get banned for going over 20k triangles. He refused to believe that the detail on the model was mostly normal maps and it was in fact in the range of 16k tris. [url]https://www.twitch.tv/videos/227123566[/url] Watch from 32:34. Alternatively: [twitch]JollyLitigiousWormCopyThis[/twitc You can take that as a compliment, Korro![/QUOTE] Hah, some people are rediculous. If someone tried that on me I'd just kneel down, Pat them on the head, and tell them "try it."
Imagine thinking that the only way to do detail is via polycount. Normal mapping has been the king for years. Hell that avatar's got more detail than most and its total polycount is less than some of the bland abominations I've seen.
I've said it before but that model is fucking amazing. It's more detailed and has less polys than any model I've got or found.
I feel very much in Korro's debt.
I've seen models that are 1 million tris, and they aren't even all that detailed. It feels like you have to actually try to be that inefficient, it's not something that just happens by chance.
Optimization isn't exactly an easy thing to do for some people. But when it's done well it's pretty damn impressive.
[QUOTE=DTkach;53120648]I've seen models that are 1 million tris, and they aren't even all that detailed. It feels like you have to actually try to be that inefficient, it's not something that just happens by chance.[/QUOTE] For some reason MMD models are fucking bananas, and all because they wanted that shirt button to be 80k tris :hurr: People keep feeling uncomfortable around my The Evil Within 2 models cause of the detail and it's just normal maps and good texture work.
I'm always consistently hearing about MMD models being the absolute worst, whether it's the ten million bones they've got or the unnecessary amount of tris. :v:
[QUOTE=Nidhogg;53121564]I'm always consistently hearing about MMD models being the absolute worst, whether it's the ten million bones they've got or the unnecessary amount of tris. :v:[/QUOTE] People who make MMD models don't bother with normal maps or texture optimization, they do everything by mesh and each part of clothing has its own material, which normally is a 8k texture that has so much unused space it makes me want to shoot a person. And its all because what these models get used in, it doesn't matter if they're 300~ tris, all their shit is pre-rendered in the end so real time performance doesn't matter to them. Also they love, to throw mesh into mesh into mesh to get their desired effect for hair, which is a pain because if you want to make it work in say VRChat, you've gotta go through and delete all of those tris that you'll never see, two of the models I'm turning into avatar's I've had to nuke the back of the head mesh, which you'll never see, their pelvis, which you'll never see, their feet... which you'll never see and those fucking 30k nipples and fully modelled vag and asshole because some fuckwit decided to use a R18 base for their model which was created by some autist having a sperg out in zbrush. Oh and something else they do, they don't bother UVing parts of their models, they just apply a colour shader to it, that becomes a right pain later on in conversion.
[QUOTE=Reagy;53121593]those fucking 30k nipples and fully modelled vag and asshole because some fuckwit decided to use a R18 base for their model which was created by some autist having a sperg out in zbrush.[/QUOTE] There have been a couple people in VRChat whose bodies I've leaned into only to discover that they have fully-modeled [I]stuff[/I] in there. Neither of them even realized it was there. :v:
[QUOTE=Shugo;53121729]There have been a couple people in VRChat whose bodies I've leaned into only to discover that they have fully-modeled [I]stuff[/I] in there. Neither of them even realized it was there. :v:[/QUOTE] When verifying worlds n whatnot, we have to check for that shit if there are avatar pedestals :suicide:
[QUOTE=Shugo;53121729]There have been a couple people in VRChat whose bodies I've leaned into only to discover that they have fully-modeled [I]stuff[/I] in there. Neither of them even realized it was there. :v:[/QUOTE] And this is why you should always nuke any mesh that goes into the body. :v: Nearly all the body bases on say DA are R18 bases, that have blendshapes to interact with those parts. Nothing like adding a gesture override to [I]spread dat ass.[/I]
[QUOTE=Reagy;53121760]And this is why you should always nuke any mesh that goes into the body. :v: Nearly all the body bases on say DA are R18 bases, that have blendshapes to interact with those parts. Nothing like adding a gesture override to [I]spread dat ass.[/I][/QUOTE] Listen man the Gerudo Link I got was really, REALLY detailed. I half expected him to have organs too.
Now there's an idea for an avatar, an anatomical model like the kind you'd see in a school setting.
So, I have been wondering how some people do the Panospheres and 3d enviroments inside of what seem like, invisible cubes or spheres, and i've been willing to learn how to do it but, thing is that I don't know both what to look for and how to do it. If anyone could, link a tutorial or some site which could lead me into the right way would be very appreciated.
[IMG]https://i.imgur.com/FkT1TtG.png[/IMG] Fuck wat da judge said The ahoge is jiggleboned and I put colliders on his hands
[QUOTE=Jojje;53121982][IMG]https://i.imgur.com/FkT1TtG.png[/IMG] Fuck wat da judge said[/QUOTE] EUREKA! [editline]10th February 2018[/editline] just make the fist emote play the desk slam sound at 400 db
Sorry, you need to Log In to post a reply to this thread.