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How to make a fnaf character in blender
How to make a fnaf character in blender










how to make a fnaf character in blender

Nara's Unity Tools can quickly simplify dynamic bones, by turning some into rotation constraints, and includes an option for fake bone gravity on Quest.Pumkin's Avatar Tools can help you do this quickly.Copy your existing avatar's properties (and blueprint ID) to the new avatar.Setup your rig as usual (humanoid, map bones) and add to your scene.Reccomended: For each texture, edit the texture settings as shown in Reccomended Texture Settings.For Quest, you'll want to make a duplicate of your unity project and click "Switch to Android platform" in the VRC control panel.Import the whole folder into your unity project.Once you've looked over the results, locate the 'CATS Bake' output directory, inside your current project directory. Click 'Copy and Bake (SLOW!)', and wait for it to complete (may take a while)ģ.Optional: check 'Ambient Occlusion' for more shadow detail, as it's not detected by auto-detect.Click one of the 'Autodetect' buttons for what platform you're targetting, Desktop or Quest.As of Cats 0.18.0, the 'Prioritize Head/Eyes' option can be a bit overzealous by default and result in very low quality textures on the body.Creates a new material setup to show you how the new textures are supposed to be plugged into Unityįor most people, all you'll have to do is:.Uses the new 'Smart' decimation mode, preserving visemes/blend shapes.Bake almost every pass supported by the Standard shader.Also sets texture resolution and tri counts to meet 'Excellent' ratings on their relevant platforms.Once passes are determined, organizes the Alpha pack settings to have the most efficient possible configuration.'Autodetect' buttons for Desktop and Quest, which look through all materials in all meshes in your model and selects which bake passes are relevant to your model (not including Ambient Occlusion).Uses UVPackmaster where available for extra efficient UVMaps.Optionally enlarges all vertex groups from the "Head" bone and all children, so the face looks detailed even only baking to 1024x1024 textures.Combines all meshes into one UV space, so the resulting mesh is setup to use a single material.Bake the original in Object coordinates, decimate, then rebake to Tangent coordinates, making the copy shade much like the original.Instantly duplicate and decimate any model, without affecting the original.Down/Right: Same model, but in Second Life. Ambient occlusion and lighting baked and premultiplied.ĭown/Left: Nearly the same model, but running in Garry's Mod. Up/Right: 'Excellent' 32k tri model, running on Desktop. Up/Left: 'Good' 10000 tri version of model, running on Quest 1. One click to optimize your model for Quest or Desktop! Gumroad call圓d.This is a non-destructive way to produce a Quest variant of (almost) any avatar.












How to make a fnaf character in blender