Hey friends, long time no see. Things are finally looking like normal again, and I have time to make stuff. Here's a fresh new set of VR images.
http://www.mediafire.com/file/6feptnq364d0vmm/Tasty_Friends_3D360_VR_Image_Set.zip/file
http://www.mediafire.com/file/xb7wi2zhay78t4d/Tasty_Friends_Mono360_VR_Image_Set.zip/file
http://www.mediafire.com/file/nxqndkr1c8nu43g/Tasty_Friends_NON-vr_regular_Image_Set.zip/file
I've learned quite a bit this week about proper texturing in Unity using Daz figures, which I'm ashamed to have not mastered sooner. With these renders, I've also utilized a depth of field filter, which really adds to the 3Dimensionality of the images when seen in VR. I tried this once in a VRChat world, but the result was quite shitty, especially for desktop users. But with these still renders, I think it greatly amplifies the effect of presence, which I feel has been lacking thus far in my renders made within Unity. They've seemed pretty "flat" thus far, as opposed to my older VR image-sets rendered in Daz/Blender. So I'm excited to make more in this vein because I can make large sets of images and animations rather quickly now.
Problem is, due to the super-high poly count of Daz models, including clothes and hair, along with often having dozens of materials with up to 6 textures in each material - they're simply not good for use in VRChat. Their file sizes are huge. Add an animation, and it's even bigger. Add colliders to that so you can climb on a model - now it's massive. I've uploaded a single fully clothed Daz female in an empty world to VRChat, with all the textures applied and a simple dancing animation. Wanna know how large that world was? Over 1000MB. Just for that one model. I've used them in the past in worlds, but severely decimated, with only 1-2 textures per material, and in limited animations. So I've decided that I'm not even gonna try utilizing many Daz models in VRChat worlds. I'll keep world models to mmd, xps, and lowish-poly fbx models.
VRChat has had quite a few updates, and I still need to learn up on all the new things capable with Udon.
In the meantime, I have set up lots of models and sets to start a bunch of new VR and non-VR image-story sets and some animations. I'll be posting quite regularly from here forward, barring any more unforeseen setbacks, but i think we're good now. Time to get back to work.
VirtualGTS
2020-07-24 23:53:46 +0000 UTCVirtualGTS
2020-07-24 23:53:36 +0000 UTCVirtualGTS
2020-07-24 23:53:24 +0000 UTCrhetologicaly
2020-07-24 18:45:19 +0000 UTCEdward Parrish
2020-07-22 12:08:02 +0000 UTCTiny Scribe J
2020-07-22 09:46:48 +0000 UTC