masklayer

UAhh I'm gonna be sick ! OH

uhhhhhhhhh

Tom | 31 | 🦌🌐

<3 @clip <3

 


 

Tags I use sometimes:
CameraPhotoTimelapseVideo
VRChatCybuckClip
LifeArtMaking(?)
Creature

 


 

"mweeh.."

 


 
opinions my own & do not reflect those of my employer ;3


Well. I can't get any more tests to upload bc of an error that means nothing to me but there was nothing significantly wrong with the first one so I guess I'm going to move on to texturing this week so I can finish him soon ahh

Honestly kinda nervous about texturing bc again like a goal/priority for this avatar remake is to make him mostly look exactly the same despite being almost completely remade, and the texture is really detailed and I honestly don't even remember what brushes and stuff I used to make the like subtle grungy wear textures for example... but I guess as long as it feels the same it's good enough
stuff to think about later I guess bc I'm too sleepy now



o my god dfsjklh I can't actually hit excellent anyway because his got danged antlers are too big [and also wings altho those are more optional and I would relegate them to an alt version if that was the only thing]

I guess I could just. make him slightly smaller and scale myself up all the time but that feels stupid jksdfl

ok but actually i guess there's no problem with doing that though, right...? Other than having to manually reset height every time I reset avatar...



masklayer
@masklayer

Does anyone have any idea why vrchat SDK in unity thinks my avatar wip has almost 100,000x as many polys as it does in blender? I'm so lost, I've tried re-exporting the fbx, redoing everything back to applying mirror modifier, and re-making the unity project and it's a consistent problem.
If I re-import the fbx I'm using back into blender, the poly count is correct.

what happened,


masklayer
@masklayer

update thank you to @opalsys for figuring it out, I needed to enable read/write in unity...