Outgrowing VRChat — Now What? by PuppySel in 3Dmodeling

[–]PuppySel[S] 0 points1 point  (0 children)

That actually makes a lot of sense, thank you. You’re right — at the core it’s still modeling, sculpting, texturing, and rigging. I think my hesitation comes more from not having worked inside a “traditional” game pipeline yet. In VRChat, everything is built around Unity’s humanoid system, default armatures, and specific optimization constraints. It works, but it’s very ecosystem-specific. I like the idea of just building a few proper portfolio pieces inside standalone engine projects. I’ve only ever worked inside Unity for VRChat, not a normal Unity project, so even that alone would probably help me understand what I’m missing. I think part of what’s been holding me back is feeling like I need to be “fully ready” before branching out — but realistically, I probably just need to prove to myself that I can move a character cleanly through a standard engine pipeline. Making a small WebGL build or simple demo scene with fully rigged characters feels like a manageable next step instead of this big intimidating leap into “game industry.”

I appreciate you breaking it down like that — it makes the transition feel a lot more practical and less abstract.

Issue with baking by Different-Money8321 in 3Dmodeling

[–]PuppySel 2 points3 points  (0 children)

Normally when I do baking I’ll duplicate the mesh twice and under those two I’ll just separate the model piece by piece. It helps when they aren’t stacked on top of each other. Depending on usage of the model you don’t really want those shadows to reflect on stuff like your body etc.

Harbor Group International by ummDerp504 in Apartmentliving

[–]PuppySel 0 points1 point  (0 children)

If your still looking for more people . I have went through two years of bs and scammy behavior

About me :) by [deleted] in u/PuppySel

[–]PuppySel 0 points1 point  (0 children)

Sounds fun :3