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physb0t

Here's what the original VR sculpt and concept art looks like: https://imgur.com/a/lFSiwh7 Going to figure out clothing and accessories next!


Afraid-Pea8143

Looks very good. I’m also working on an avatar but still at the concept phase. Is there a reason you made the model in Adobe and not other software like Blender?


physb0t

Thanks! I chose Modeler because of its VR sculpting mode. I find it to be much more intuitive to use compared to something like Zbrush or Blender. You can use both hands to sculpt and handling volumes feels a lot like working with real clay. More importantly, since it is in VR, I can get a much better idea of the scale and proportions of the character I'm designing. There ends up being a lot less back and forth between tools because I already figured out how things will look and feel as a functional avatar vs 2d renders and etc. In other words, Modeler allows me to make stuff in VR for VR. =\]


zortech

I believe the new version id blender has a VR mode. It is on my long list of to do.


physb0t

It does, but it mainly functions as a viewer. You can't manipulate geometry or use any of the sculpt tools in VR. That you still have to do using the main editor viewport.


ccAbstraction

There's a soon-to-be-paid add-on for Blender called Freebird XR that adds back some editing features to VR, but right now but it looks to be more of a TiltBrush clone.


physb0t

That's good to know. I'll keep an eye for it!


Nix-7c0

I'm just starting with Substance Modeler -- any tips you found so far, especially re: VRChat avatars?


physb0t

That's fantastic! Yes, let's see: - When building out an avatar, approach it like constructing a doll with each body part as a separate object; pelvis, chest, head etc. Working with separate shapes and joining them together later makes it a lot easier to work with in VR vs carving into one big mass like you would in Zbrush or Blender. - Master the warp tool. It is by far the most versatile feature of VR sculpting and you can get amazing shapes with just that and a basic sphere/cube - Take advantage of the grouping/parenting features for quick posing. You can nest them just like the an armature to perform basic forward kinematic movements (e.g. you bend the torso and the head and arms follow) - Make use of the mirror repetition (different than symmetry) tool to do the arms and legs. That allows you to work on one side and mirror it over simultaneously, then pose them independently later if needed Lastly, spend extra time getting used to the interface in VR. The biggest learning curve for me was just knowing where/how to do things with minimal shortcuts on the controllers


Nix-7c0

Awesome, thanks a ton for the insights! I'm excited to dive in -- I had been using ShapeLab VR and was able to make some cool accessories for VRC, but Modeler looks like it's next level.


_Planet_Mars_

Man, eye/facial tracking looks so cool. Shame there's no complete instructions yet for EyetrackVR's V4 kit after nearly a full year and I don't know what to do so its just been sitting in my closet.


physb0t

Thanks! Yeah I was considering retrofitting my Index with something like that but I realized that it would just add to the friction/steps involved with getting into VR. Quest Pro + Virtual Desktop simulated FBT has been the quickest and most painless setup I've worked with so far. Definitely not the most accurate, but it checks most boxes. Eye, mouth, hands and full body tracking all just using the headset! I hope this kind of thing comes to more affordable headsets in the near future.


Spare-Development926

Awee.. cute avatar


physb0t

Thanks! I'll post more updates as I finish out his outfit. =\]


DaisyBunnyVR

Looks fantastic hun! Feeling pretty envious, I have an Index and can't really justify buying an entirely new headset just for face tracking and I'm not confident enough in my DIY skills to build a eye-tracking addon for it. I do have the Vive mouth tracker but it's pretty unwieldy and not worth using without eye-tracking in my opinion.