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Albedo/Diffuse
First, we have the albedo map. The albedo map is uninteresting, but very important. It's where th...
Conclusion and Tips
The Standard shader is really misunderstood in VRchat. I've heard many people curse and blame Sta...
Creating Specular/Metallic Maps for Standard
When using the Standard shader, it expects the metallic and smoothness map to be elements of the ...
Detail Mask and Details Maps
Detail Mask Next up is the detail mask, which controls how the detail map in the next section is...
Occlusion, Height, and Emission Maps
Occlusion Maps Next up are occlusion maps. These maps contain ambient shadows - the cracks and c...
Specular and Metallic Maps
Specular maps are a tricky subject. Many write ups explaining specular maps focus on how a specif...
Normal Maps
Next, we have the normal map. The normal map defines details on the surface of the material seper...
Introduction
The Standard shader is one of the many misunderstood parts of Unity in VRchat. It provides a fair...
Visual Example
How do these textures look? Well, I've included a sample right here. Here is a section of cloth...
Creating maps from a pre-existing texture with Materialize
For world creators, Materialise is great. What is it? It's a tool that, given a simple tiling tex...
Layers
What are the different layers used for in VRChat? What special properties of some specific layers...
What is booth.pm and for who is this guide?
What is booth.pm? Booth.pm is a Japanese website where independent professionals can distribute ...
What else do you need?
Avatar requirements This part is obsolete and currently being rewrite due to the introduction of...
Realtime Texturing with Clip Studio Paint & Clip Studio Modeler
This one isn't mainly about Blender, however, if you own Clip Studio Paint, you can use an app th...
Draw Calls (Materials and Meshes)
Generally, you should keep your material count as low as possible, as every new mesh and material...
Good Practices
The following is a general outline of things you should/shouldn't be doing to make your life easi...
Relative Project Paths
When you want to save assets from scripts in your Unity project, you may often run into an error ...
Attributes
What are attributes? Attributes are "markers" or "tags" for associating metadata with code in a ...
Observer Pattern
Since we don't have access to delegates, how can we effectively implement an observer pattern i...
Access Modifiers
What Are Access Modifiers? All types and type members in C# have an accessibility level and acce...