Musing and Changelog for projects? Testing Out
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Observations and Theorycrafting

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References/3D Observations/3D Clothes Braindump.md
··· 1 + for sewing clothes maybe keep the patterns, then UV Unwrap them, then sew them on body 2 + 3 + Maybe extra topology among seams see if that has a better result than regular 4 + 5 + ASAP Patterns 6 + 7 + T-Shirt 8 + 9 + Theory, Budget the polycons across pattern and to ensure UV doesnt get distorted 10 + 11 + UV Unwrap everything while its flat 12 + 13 + modifier to weld those things together and sew it 14 + 15 + could consider blendshape or sculpt and experiment to the clothes having proper pinches and depths (this is while it's positioned.) you could make sure its mirrored or not, again depends on normals.\ 16 + 17 + 18 + Skin tight Clothes should just be duplicates of the inner geometry plus a solid cap just outside skin (Would depend on polygon count restrictions, especially if removing the og leg polygone itself 19 + 20 + either you want it affected by normals, or not. You dont want to copy the shape of the body itself 21 + 22 + Or maybe the skin cap is actually a blendshape (Probably more simple to make a cap for the clothes itself. ) 23 + 24 + 25 + skin tight 26 + Leggings/Socks 27 + Armwarmers/Gloves 28 + 29 + Maybe make a duplicate uv map to assign those sections to the new materialqq 30 + 31 + Complex, T-Shirt, Cardigan etc 32 + 33 + sleeves start big then go small? 34 + 35 + neckline blendshape? no forget blendshapes just make it maybe just use a consistent amount of vertexes who knows 36 + 37 + cap clothes that are meant to be outside, (doesnt have to be a full literal cap just intersecting the skin. ) 38 + dont forget you havce to do that normals thing
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References/3D Observations/Avatar Edits.md
··· 1 + **==Blender==** 2 + cunny texture 3 + cock retexture 4 + nipple texture 5 + new expressions 6 + stronger visemes 7 + body difference blendshapes (use shading trick for non continous meshess 8 + Hair (study Milk and Rusk) 9 + 10 + **Unity** 11 + Face Blush Contacts 12 + quest port 13 + Add Animations 14 + proxy skeleton for prefab guide 15 + faceemo 16 + 17 + **VRM Only** 18 + perfect sync 19 + 20 + **Expressions** 21 + Fist - Anger 22 + Point - Surprise 23 + Victory - Content 24 + Open - Happy 25 + Resting - Default Mood (Subtle) 26 + Thumbs Up - Sad 27 + RocknRoll - Default Mood (Strong) 28 + Transfer to Face Shapes 29 + 30 + Eyes Right Hand, Mouth Left 31 + 32 + **Toggles** 33 + Specific Face Toggles 34 + Expression Sets 35 + Mouth 36 + Eyes 37 + Cock Toggle 38 + Cunny Toggle 39 + SPS and PCS 40 + 41 + 42 + 43 + **Unity Defaults** 44 + Preset Poiyomi Settings (Empty Texture) ✅ 45 + Import texture default Settings 46 + Import FBX default Settings✅ 47 + (Static Face Sets with Underscore?) 48 + Placeholder animations? 49 + 50 + **Unity Packages to addon** 51 + GoGoLoco 52 + Modular Avatar? (or vrcfury) 53 + SPS Setup 54 + PCS Setup 55 + 56 + 57 + **Investigate** 58 + Constraints 59 + Contacts
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References/3D Observations/Poly Count Benchmark.md
··· 1 + note down measurements of triangle counts for torso, arms, crotch and legs. This is to be used as reference for when doing clothes to make sure its not over or under average poly estimate. 2 + 3 + __Triangles__ 4 + Hair (Rusk): ~5,000 5 + Head: ~5,000 6 + Whole Body: ~8,000 7 + Whole Torso: ~1,600 8 + 9 + Chest Only: ~1,000 10 + Hips Only: ~600 11 + 12 + 1 Hand Only: ~1,200 13 + 1 Foot: ~800 14 + 15 + 1 Arm Only: ~ 950 16 + 1 Leg Only: ~800 17 + 18 + 1 Arm with Hand: ~2,000 19 + 1 Leg with Foot: ~1,600 20 + Arm + Leg: ~3,600 * 2 21 + 22 + Parka: ~5,300 23 + 2 Arms + Whole Torso 24 + Minimum polys (3,500)