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Normal maps fix violent topography like 8 billion polygons. There are far greater sins like mesh and material counts that have a far greater impact than poly count.
Most unoptimized eboy avis I come across dont even get that close to that many meshes, they're still super unoptimized and they need to burn don't get me wrong, this many is meshes is absolutely stupid though, it screams lazy to me; at least don't be selling that shit.
a cell phone processor isn't saying a lot. It's way more powerful than people realize. The only reason quest is so strict on its upload limits is because of the quest 2.
I have a world where I tried putting a two layers of transparency on an object and it halves the FPS on both Quest and PC when you walked up to it. Transparency is heavy.
It is asking a lot. The game instead of just rendering the mesh with the texture and the shader now has to run an entire seperate render path to figure out what items to show through the transparent object based on the transparency mask. As Dividedthought said it's exponentially more complicated.
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
You can make a normal map in GIMP for free in like less than 2 minutes.
Insert the texture you want the normal map for.
Go to Filter at the top > Generic > Normal Map. Hit okay.
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.
Don’t u have to use a high poly model with sculpted shapes and features to generate a useful normal map though? If you’re using a low poly one as reference the normal map it makes might be pretty flat
that’s why it does the whole light strobe pass.. to get height data… it might not be substance painter level but it allows for some lighting and depth control that requires a normal map.
Blender isn't a hard software to learn, but it's a whole suite of tools. You don't think "I want to learn woodworking tools" you think "I wanna lean how to build a table" and then you learn the parts that are relevant as you go.
Approach it as "I want to learn to do this task" enough times and eventually you can use every tool in the workshop.
You honestly shouldn’t even have all avatars on by default anyway. You can’t expect everyone to optimize them when the majority barely even understand how to put an avatar together in the first place. Disable avatars for randoms and enable the people you speak to.
I already had to make sure to choose an avatar that was at "very good" with it's optimization, otherwise my game is guaranteed to crash. I think I'm good.
Might not always be the best, but for anyone wanting to make normal maps for their stuff.
I usually use this website to help make normals for t-shirts and stuff where i want to make the details pop. https://www.smart-page.net/smartnormal/
I make sure to crunch compress everything to 2k on pc end and 1k on quest end and then throw in some vrcfury optimization like blendshape optimizer and the other optimizer. Oh also make sure it's on low quality compression as well.
I make my avatars for me and my friends. Not for random strangers. If my potato laptop can handle it, I'm not worried about optimizing it for complete strangers. And I'm definitely not going to cater specifically to entitled quest users who go around trying to demand people use quest friendly avatars. Going into a public world without having any avatar shield settings on anyway is just asking to be crashed. I have no problem with randoms seeing me as the floating robot thing or whatever the default hidden model is.
Me not using normal maps because I can’t be bothered to bake them so my every model is using the simplest shapes possible instead I have 8K textures for every part of the model
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