LF: Steelchi
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Steelchi Vrchat base
Hey everyone, after quite a while i finaly made my own “-chi” avatar base nanachi modelThe idea with this avatar was to add in a "simple" base model everything i like about nanachi models while also trying to stay relatively low poly and really optimized on materials, not using that many shape keys and at the same time looking appealing. This one is also inspired by the coppouchi base model and the actual nanachi from made in abbysThe whole avatar is made from scratch and after a lot of versions and revisions of the model this was the best balance between appealing and optimized.If you are interested in a bit more in detail about the making of it you can change my portfolio https://steeldoritos.weebly.com/ RequirementsStill, uploading the avatar requires basic knoledge of unity, the scene contains the avatars ready to uploadBefore importing the package you need to import poyomi (7.3 is used with a bit of configuration and matcaps, but you can use any other shader you want). And please use the sdk that comes with the vrchat companion or things can brokeIs recomended that you use vrc fury to optimize the blendshapes, for better performance https://vrcfury.comThe substance painter files are made with version 6.2 (2020), so you should be able to use that version or newer Avatar information Polys: 18.320 tris (17.403 without hair) 2 materials for the body and 1 for the hair (I could have make it one, but people like to use eye shaders) 4k textures for the body, 2k for the eyes and 1k for the hair Toggleable nanachi and bunny tail (Everything is in the same mesh besides the hair) Good ranking avatar for Pc (Could be excelent if you remove and stick to 1 tail) and an excelent version too for PC and Quest that can be used as a fallback Easy to use photoshop and substance painter files - 27 Facial visemes that allows multiple facial expressions (Not including vrchat ones) The hair is a separated mesh so you can easily replace it for your own in case you want to (Hair: https://www.deviantart.com/celestcsilvari/art/MMD-PK-Ultra-Sun-and-Moon-Male-Hair-DL-803680014 )(The hair textures were upscaled and recolored) FBT Compatible and tested and body has relatively good human proportions for a nanachi Terms of Service Don't distribute the base and only buy them from me on Gumroad or Booth. You can modify the base, but make sure for whoever you doing it has bought it first You can distribute and sell assets made for the base You are free to modify the files however you want. You can make public avatars and put them in worlds, you cannot upload the base model without any changes You can make commissions and auction avatars, the last one should be more expensive than this base model (And try to keep it optimize so the whole avatar idea can be continued, but its not an obligation to do so) The avatar would probably recieve bug fixes in case of finding those My discord: SteelBow Change LogsV 1.0 ᐅ Initial ReleaseV 1.1Blender:ᐅ Better finger shape and fixed both hands not being consistent (Including the left thumb having a bean inverted) ᐅ Retouched some of the general shape to look more smooth in certain parts like in the face, ears, etc.ᐅ Nanachi tail is a bit longerᐅ Better vrchat vicemes, reworked from scratch instead of automatic ones, fixed the head shape changing weirdly with each viceme ᐅ Retouched some of the expresions (O.O Removed for not looking that good on low polygons) Added:Normal blink (different than blink, old one is "cute") for each eye Snout (Works with vicemes, and all expresions) Straight shaped legs toggle No fur toggles Substance (Textures):ᐅ Fixed some errors on the ear paint and random small mistakes on the textures, all of this got updated in substance and in photoshopUnity Package:ᐅ Removed Blueprint ID for easier useV 1.2ᐅ Reworked the hand shape of the hands and fur in them to look a bit better (also both hands are the exact same now)ᐅ Fixed the fingers looking weird during gestures (i hated fixing those, a lot)ᐅ Part of the nanachi tail had some vetices clipping outᐅ Armature not being straight on the armsV 1.3 (big update)Summarized:ᐅ Reworked uv map, rework on the weight painting and armature, new 3d noseNew avatar details (Quest and Pc):ᐅ New poly count 18,648 (17.731 without hair) - Before 18.320 tris (17.403 without hair)Detailed version:Model itself:ᐅ Re arange of the uv map, like 50% of it is different nowᐅ Added small image to show where to get the base model inside of the head (really small in texture)ᐅ Complete rework on the armature and weightpainting (if you made clothes for it, most likely they will clip through, since the weight paint is completely diferent and made from scratch, again, but in this case with some tools help), and also the bones have completely different namesᐅ New 3d modeled nose, this time with a bump in resolution (at least 3 times)ᐅ Face got more space on the uv, since it used to look to pixelated with detailsᐅ Fixed the weird looking strectched neckᐅ General changes to the fluffᐅ Fixed the still clipping fingerᐅ Fixed polygons going straight inside the handᐅ Fixed the "eye space" so it dosnt collide with the eyesᐅ Fixed general shape inconsistenciesᐅ Fixed mouth looking steched (sides of it streeching more than the actual mouth, making it look like it as a wider mouth than in really under diferent lightning conditions), with this change also mean changing some blendshapesᐅ Finger weightpaint completely reworkedᐅ Added more bones to add more customization when neededSubstance painter:ᐅ Separated the different objects of the model for easier paintingᐅ Texture is a bit different because of the need of remaking itUnity:ᐅ Tweaked the physbones and removed duplicated onesᐅ Optimized the Fx layer to use less layers than before (https://notes.sleightly.dev/dbt-combining/)ᐅ Project updated and tested in 2022.3.6f1v1.3.1ᐅ General shape fixes, no more spaghetti legs and better hips shapev1.3.2ᐅ Fixed the weight painting on the bunny, nanachi tail and random weightpaint spikes in the butt and faceᐅ Removed unused vertex groups
Gumroad (steeldoritos.gumroad.com)
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