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: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-6WtE3CoFMXU.html - Unreal Nanite: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-qC5KtatMcUw.html - VRChat Avatar Performance: creators.vrchat.com/avatars/avatar-performance-ranking-system/ - Better Hair Texture VRoid: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-npy5zDIvpTw.html - Make a Beret in VRoid: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-ngDNqDamdkA.html - Cel Shading in VRoid for Beginners: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-u4i8FjqbLOw.html - ReForge Mode Video: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-2miJLS6C_fY.html - ReForge Mode Video: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-DWktYkQfF4o.html - VRChat Ugandan Knuckles: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-v_lByyXrC1Q.html - Unity Fantasy Kingdom: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-yggoHVLd01c.html
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.
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.
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.
@@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.
"Don't make accessories from hair" Ouch. (From what then ?!) I wish I knew how to get rid of unnccessary blendshapes in post for my already exported vrm....
As I said in the video, I recommend making those accessories natively in Blender or any other 3D modeling application. It's much more performant. But if you only need one or two accessories, it's still fine to make it in VRoid Studio.
@@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.
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.
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.