Banner: Articubot at District Roboto
Object-Rending Chomping Automata. The robot is named for the fact that I implemented a jaw. The mouth lacks finer face tracking but at least you can open one now. I also learned how to make the pipes wobble a little when moving.
All modeling, rigging, UV arranging, and animation was done by me. The Unity material however is once again using the Poiyomi Shader.
Pictures from VRChat coming soon.
This robot uses the Poiyomi Shader, but all other aspects were made by me. Blender was used for the majority of the modeling, rigging, UV unwrapping and texturing process. Final constraints for the rig, such as what allows the pistons to contract, had to be done in Unity. The material mostly uses vertex colors with mask and color texture overlay to add emissive decals. Stencils were first made in adobe Illustrator and then applied to the decal texture in blender.
The goal of the robot was to make it as articulate as possible. Extra bones aside from the default humanoid were added with constraints to allow complex piston and joint movement. The robot is also compatible with VRC Face Tracking; Several material animations and blend shapes on the face allow for a rudimentary expression of players face.
World: private
The model and rig were made in VRoid Studio. Blender was used to clean up the model and atlas the Vroid-generated textures into a smaller, more performant texture. Like most of my avatar projects, the material uses the Poiyomi Shader.
World: Japan Shrine
This robot used the Poiyomi Shader, but all other aspects were made by me.
This was the first Avatar I modeled and rigged completely from scratch in blender.
the avatar was made to also work well on quest.
World: Satellica Viewpoint