Social VR Character Model | Rag Rat
Since this model is used in VR, it must be designed with performance in mind, so the model was limited to only 3 materials and under 35k triangles.

Since this model is used in VR, it must be designed with performance in mind, so the model was limited to only 3 materials and under 35k triangles.

Rendered in Blender EEVEE

Rendered in Unity (real-time)

Captured in the social VR platform, VRChat. The model is rigged to feel natural when being "puppeteered" by a player in-game.

Captured in the social VR platform, VRChat. The model is rigged to feel natural when being "puppeteered" by a player in-game.

The ribbon asset used a custom anisotropic shader to really give it that ribbon look.

A custom eye shader was also made, with iris depth, pupil dilation, and a customizable eye highlight.

Using Unity's animation tree as a sort of visual scripting language, I created "physical" interactions that drive the character's facial expressions.

Social VR Character Model | Rag Rat

The Rag Rat is a game ready character model designed to be used (puppeteered) by players in the social VR platform, VR Chat.
Designing for this use case brings up a lot of unique requirements most digital artists probably won't face.

First off, since it's designed to be used in Virtual Reality, a platform which must render efficiently, the model had to be highly optimized, I had to work with low poly counts and minimal materials.

The model must also be designed with the intent of being mapped to a human body, where each part of the digital body must line up with the player's physical body reasonably well. This is accomplished both by sticking to a humanoid skeleton, but also using constrains and visual tricks to make it seem that everything lines up correctly, even if it doesn't.

The face is also a direct extension of the player and must be expressive, both to sync up correctly with what the player saying, and also to convey the correct emotions to other players.

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