Wyren
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Description
Wyren are an adventurous derg-adjacent species noted for their smol but mighty bite and deep love of everything pineapple. They also think blue is the stinkiest color (but it's ok to be wrong).
Avatar Details
The VRChat PC version is ~54k poly using 3 standard materials with 4k textures and is rated 'Medium' when uploaded to VRChat. It has been optimized for full body tracking and features: viseme speaking animations; face rig for MMD worlds; gesture-based expressions with expression lockout; custom menus; sit and lay animations for Desktop users; toggles for the Shirt Pants and Face Mask as well as some body parts (hair, horns, etc); avatar interactions; an alternative version with a fluffy tail; and I've kept the various parts on separate meshes to hopefully make it easy to customize.
The VRC Quest version has all the same features but I've included two versions to choose from: an optimized version without clothes which is just under 15k poly using two materials that is rated 'Medium' when uploaded, and an alternative Quest Version with Clothes which is just under 20k poly and uses 1 additional material that results in it being rated 'Poor' when uploaded. This less optimized version also has physbones on the ears and tail, with an in-game menu option to toggle them off if needed. Both Quest versions use the same textures as the PCVR version.
The ChilloutVR version matches the stats of the VRC PC version above and I've set up a basic controller with toggles and gesture-based face expressions, etc. Please note that the CVR avatar uses Dynamic Bones which must be purchased separately in the Unity Store (the scripts can easily be removed if you do not have/want dynamics).
This avatar is technically a 'beta' as I am still improving and adding things to it with feedback from the community, but it is feature complete and ready to go if you like what you see! Cumulative updates will be published roughly once a month and will not change the existing UV maps (textures made for the current version will work with subsequent versions). I plan to make a female version once the base is done... but, for now, my focus is on incremental improvements :)
Avatar Details
The VRChat PC version is ~54k poly using 3 standard materials with 4k textures and is rated 'Medium' when uploaded to VRChat. It has been optimized for full body tracking and features: viseme speaking animations; face rig for MMD worlds; gesture-based expressions with expression lockout; custom menus; sit and lay animations for Desktop users; toggles for the Shirt Pants and Face Mask as well as some body parts (hair, horns, etc); avatar interactions; an alternative version with a fluffy tail; and I've kept the various parts on separate meshes to hopefully make it easy to customize.
The VRC Quest version has all the same features but I've included two versions to choose from: an optimized version without clothes which is just under 15k poly using two materials that is rated 'Medium' when uploaded, and an alternative Quest Version with Clothes which is just under 20k poly and uses 1 additional material that results in it being rated 'Poor' when uploaded. This less optimized version also has physbones on the ears and tail, with an in-game menu option to toggle them off if needed. Both Quest versions use the same textures as the PCVR version.
The ChilloutVR version matches the stats of the VRC PC version above and I've set up a basic controller with toggles and gesture-based face expressions, etc. Please note that the CVR avatar uses Dynamic Bones which must be purchased separately in the Unity Store (the scripts can easily be removed if you do not have/want dynamics).
This avatar is technically a 'beta' as I am still improving and adding things to it with feedback from the community, but it is feature complete and ready to go if you like what you see! Cumulative updates will be published roughly once a month and will not change the existing UV maps (textures made for the current version will work with subsequent versions). I plan to make a female version once the base is done... but, for now, my focus is on incremental improvements :)