How to optimise your VRChat Quest Avatar and fit below the 10Mb limit in 2024
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- čas přidán 30. 07. 2024
- In this video you will learn how to optimise your avatar for Quest (but also for PC) using Unity and Blender.
0:00 Intro
0:17 Analysing the avatar using Asset Bundle Stat website
2:37 Dissolving edges loops
5:30 Decimating topology
5:58 Export settings and analysing the avatar with Asset Bundle Stat again
8:33 Analysing only the mesh with no textures
9:27 Atlasing textures
14:11 Resizing the UV maps for the new Atlas textures
18:52 Resiting the UV maps for material with matcaps on Quest
19:31 Lowering the texture resolution
20:16 Disabling mipmaps
20:57 Upload Suceeded
21:33 Outro
Asset Bundle Stat website:
vsk.lox9973.com/abstat/
We will be using these 4 methods :
- Disolving edges and decimating topology
- Atlasing textures
- Lowering textures' resolution
- Disabling mipmaps
Check out my Gumroad : fuuujin.gumroad.com/
Booth : fuuujin.booth.pm/
Linktr.ee : linktr.ee/fuuujin - Hry
A thank you very much for this. It was extremely helpful with uploading prefabricated avatars that were being stubborn.
My mind is blown. Saving this.
I got some work to do!
Hello, how do I get back the avatar I made, I mean I put some hair and booth clothes in it, how do I get it back into a prefab?
what when avatar uses Poiomi Shaders?
Quest avatars cannot use Poiyomi shaders. You can only use VRChat's mobile shaders.
I'm scared that changing and/or getting rid of verticies for optomization will mess up all my shape keys. Any advice about how to handle this? Thanks for the video.
i never ran into that kinda issue before when dissolving vertices on vrc avis before, but if you notice something is a bit off when you do i would just fix the shape key in either edit or sculpt mode depending on what ur trying to do so it looks normal again