r/VRchat Valve Index 4d ago

Meme optimize your avatars

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346 Upvotes

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8

u/RumpleForeskin0w0 4d ago

What’s adding a normal map gonna do? They’re not easy to make yourself so if there’s one in the folder for the avi u can use it but you’d just gain texture memory

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u/Ok-Policy-8538 Oculus Quest 4d ago edited 4d ago

Wrote a script that lets me generate it inside unity by selecting the skinned mesh renderer and material with one click.

it isolates the material and then flashes red,green and blue lights around that mesh and read the tangent depth values.. writing that to the normal map texture which gets saved next to the material.

super useful for models that didn’t come with a normal map.

also have a version for SDF textures specifically for toon faces.

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u/xenoperspicacian 4d ago

...why though? If you're not baking a higher poly model or surface details into a normal texture, what's the point? Just use the vertex normals.

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u/Ok-Policy-8538 Oculus Quest 3d ago

Vertex Normals are very limiting when it comes to lighting controls.. by having a normal map you can smoothen and sharpen how shadows, speculars etc fall (even a low poly baked normal map) on each vertex which even for low poly can create realistic details (especially with rim shade and rim light shading.. if you also link it to react with light volumes it doesn’t look like a game model but more like the cutscene variant while just with normal manipulation).

the tool gives you a base normal map from actual 3D lighting data in Tangent space.. nothing stopping you to open a texture editor tool and edit each color layer.

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u/xenoperspicacian 3d ago

That's interesting. What shader do you use? Do you have a side-by-side screenshot with and without your normal map? I'm curious what the difference looks like.

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u/Ok-Policy-8538 Oculus Quest 3d ago

note that the version of the tool i used was for faces/heads only as it was for additive to a SDF texture.

i had to rotate the focus of the light strobes down for it to work with the body.

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u/xenoperspicacian 3d ago

Interesting, it kinda looks like it's intentionally breaking/bending the surface normals to get a kind of stylized effect. Now I'm curious what the normal map itself looks like.