Character Projects
In my free time, I love making characters art. It’s a passion of mine that and a great way to learn new tools. Projects like these are how I taught myself Blender after using Maya for a decade and they’ve helped me explore new texturing and rigging techniques, animation systems, and a better understanding of anatomy and movement.
Kobold Avatar - VRChat
This avatar originally started as a model for a 3D printed miniature of a D&D character and evolved into a full VRChat avatar complete with customization body and color customization. The model, with all accessories, is around 32k triangles, with a secondary Quest compatible version under 10k tris. I include features such as body shape customization, face tracking blend shapes, and AudioLink-compatibility while keeping to the same efficient workflows and techniques I use professionally, such as efficient UV-mapping, proper edge loop flow for deformation, and additional bone sets for deformation correction. For avatars I sell, I also create detailed documentation and how-to guides for users who are not as familiar with using Blender, Substance, or Unity.
For the UV layout, I chose to use as many straight, pixel matched edges as possible to remove textures seams and allow for easier customization. This is especially impactful on the hands and arms when seen close up in VR.
Textures include diffuse, normal, packed metallic/roughness/AO, thickness for subsurface scattering, and RGBA masks for AudioLink emission and in-game color customization. All textures are sized to 2048 or below.
To create believable digitigrade legs, I use a combination of constraints to rotation match bones to a humanoid armature and VRChat’s built-in Contact/Receiver system to drive animation blends when crouched or sitting. These mimic the functionality of animation drivers by setting limits on joint rotation while still keeping the foot placement matching 1:1 with the user’s foot tracker.
More coming soon…