How to OPTIMIZE VRoid Model PROPERLY (with proper data!)

แชร์
ฝัง
  • เผยแพร่เมื่อ 1 ส.ค. 2024
  • VRoid Studio did provide optimization options for your model. But does it work? Which one is worth it? Let's take a look!
    GET MY PRODUCTS:
    Expression Pack PRO: ko-fi.com/s/32f4a24aea
    NEB Plugin PRO: ko-fi.com/s/c47de71369
    SOCIAL MEDIA
    Patreon: / reforgemode
    Gaming Channel: / @feyhunt
    Twitter: / feyhunt
    Discord Server: / discord
    GitHub: github.com/ReForge-Mode
    Timestamps
    00:00 Intro
    00:16 Reduce Polygon Count
    00:54 Optimization Guideline 1: Reduce Hair Strands (too many hair physics!)
    01:40 Optimization Guideline 2: DON'T MAKE ACCESSORIES FROM HAIR!
    02:31 Optimization Guideline for Game Development
    03:37 That's all for vtubing. VRoid Studio Export Setting is not worth it.
    04:09 VRoid Studio Export Setting Performance Analysis
    07:00 Outro
    #VRoid #unity3d #HanaTool #VRoidStudio

ความคิดเห็น • 17

  • @ReForgeMode
    @ReForgeMode  หลายเดือนก่อน

    Funny story, I did work on some VRoid models for clients that have about 200.000 polycount. As I said, high polycount itself doesn't directly cause lag. It's the amount of hair physics and draw call that cause those lags.
    Credits and Links to all clips used in this video:
    - Polycount Guidelines: 3d-ace.com/blog/polygon-count-in-3d-modeling-for-game-assets/
    - Polycount in Modern Games: polycount.com/discussion/141061/polycounts-in-next-gen-games-thread
    - Unity Optimization Tips: docs.unity3d.com/Manual/ModelingOptimizedCharacters.html#polygons
    - Magician Hat Model: opengameart.org/content/magician-hat-stick
    - Frustrum Culling Unreal: th-cam.com/video/6WtE3CoFMXU/w-d-xo.html
    - Unreal Nanite: th-cam.com/video/qC5KtatMcUw/w-d-xo.html
    - VRChat Avatar Performance: creators.vrchat.com/avatars/avatar-performance-ranking-system/
    - Better Hair Texture VRoid: th-cam.com/video/npy5zDIvpTw/w-d-xo.html
    - Make a Beret in VRoid: th-cam.com/video/ngDNqDamdkA/w-d-xo.html
    - Cel Shading in VRoid for Beginners: th-cam.com/video/u4i8FjqbLOw/w-d-xo.html
    - ReForge Mode Video: th-cam.com/video/2miJLS6C_fY/w-d-xo.html
    - ReForge Mode Video: th-cam.com/video/DWktYkQfF4o/w-d-xo.html
    - VRChat Ugandan Knuckles: th-cam.com/video/v_lByyXrC1Q/w-d-xo.html
    - Unity Fantasy Kingdom: th-cam.com/video/yggoHVLd01c/w-d-xo.html

  • @KuraiNoOni
    @KuraiNoOni หลายเดือนก่อน +5

    One thing I've learned recently, is to reduce the smoothness of the smaller hair strands, to reduce the amount of subdivisions each hair strand has. That alone helped me getting from 100k polys down to less than 60k polys. I believe it was mentioned in one of the videos, that you linked to.
    Furthermore try not to over use the outfit layering function and make it a habit of actually using skin masks.
    As for the "Delete Transparent Meshes" option, I usually export my models twice. One without the Delete mesh option, which could be your base model, and the other one with delete transparent meshes active. I would then go on to transplant the face mesh of the base model to the one with the deleted Polygons. That will make sure, that you can use NEB or whatever other tool you may be using for shapekeys.
    The Delete Meshes function can cause some artefacts( stray transparent triangles), when you paint within the guide lines of the UVs, but don't fill out both triangles.
    I'm still surprised, that Pixiv didn't add an option of not dealing with the face mesh, when deleting transparent meshes though.

    • @ReForgeMode
      @ReForgeMode  หลายเดือนก่อน +1

      Great advice! Yes, if you have more experience, you can optimize it even more in Blender. Reducing subdivisions is kinda what you do with regular 3D modelling too. Though, I wonder about the performance improvement from 100k poly to 60k poly aside from the loading times.
      In the original script for this video, I did create a tool to transplant Face mesh like you did there. But I kinda cut it off since I don't see much change in performance. I do know that my NEB plugin and Expression doesn't work on models with Delete Transparent Meshes since their mesh polycount is different.

  • @lsd310
    @lsd310 หลายเดือนก่อน +1

    I think using LOD plugins for gamedev in unity to reduce poly count would be the best approch for gamedev without scarficing too much detail

    • @ReForgeMode
      @ReForgeMode  หลายเดือนก่อน +2

      I'm looking at this right now. The problem is that VRM models have a different settings which prevent native LOD plugins in Unity from working. I am looking to find an alternative or a way to force them to have LODs. Plus, making different LOD models out of VRM models will also be quite an interesting challenge.

    • @lsd310
      @lsd310 หลายเดือนก่อน

      ​@@ReForgeModetry the mantis lod plugin, i tested it and it auto generates lod levels even for vroid models.
      for a base 44k poly model , below 30k will start to miss details, but only below 20k will start to have and large visual impact.

    • @ReForgeMode
      @ReForgeMode  หลายเดือนก่อน

      @@lsd310 Thank you for the info! Ouch, it's 50$ though... Also, does it also apply a transition LOD like the built in Unity version?

  • @sonic55193
    @sonic55193 วันที่ผ่านมา

    UE5 nanite doesn't work on skel meshes yet, so polycount do still matter unless of course if you're gonna use these model as a static mesh that doesn't move.

    • @ReForgeMode
      @ReForgeMode  12 ชั่วโมงที่ผ่านมา

      Yes, that's also the case of Occlusion Culling in Unity. Only static objects can be culled automatically.
      In that section of the video, I was talking about freeing up some performance by optimizing the environment as much as possible. So you can get away with using a high poly playable model.

  • @BlackBearRoiJai
    @BlackBearRoiJai หลายเดือนก่อน

    Do you have a way to create weapons and import them into vseeface?

    • @ReForgeMode
      @ReForgeMode  หลายเดือนก่อน

      Yeah, it's very easy. You just need to add that weapon to your model in Unity before exporting it back as VRM

    • @BlackBearRoiJai
      @BlackBearRoiJai หลายเดือนก่อน

      @@ReForgeMode I don't know how to insert weapons into VSeeFace.

    • @ReForgeMode
      @ReForgeMode  หลายเดือนก่อน +1

      @@BlackBearRoiJai As I said, it has to be imported right on Unity, before you export your model as VRM to be used in VSeeFace.
      VSeeFace alone doesn't support adding a 3D model. But you can add 2D images if you want.

  • @BlackBearRoiJai
    @BlackBearRoiJai หลายเดือนก่อน

    Can it be changed in VSeeFace?

    • @ReForgeMode
      @ReForgeMode  หลายเดือนก่อน

      Change what exactly?

    • @BlackBearRoiJai
      @BlackBearRoiJai หลายเดือนก่อน

      @@ReForgeMode I'd like to find a way to change my shirt

    • @ReForgeMode
      @ReForgeMode  หลายเดือนก่อน +1

      @@BlackBearRoiJai You can watch it right here: th-cam.com/video/2miJLS6C_fY/w-d-xo.html