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$15+

Peter (VRChat Avatar)

2 ratings
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Peter (VRChat Avatar)

2 ratings

Meet Peter!

My first public VRChat Avatar, he's unlike anything else on the market. He's a realistic, FBT-ready avatar with numerous customisation options, high-quality models and textures, and many different features. Plus, thanks to the power of VRCFury, modifying him or adding new features to him is very straightforward. Join my Discord server if you have any questions, need support, want to request a tier upgrade, or just want to keep track of my releases! All are welcome.

Is this your first time purchasing or uploading a VRChat Avatar? Not to worry! Peter is ready-to-upload, which means that once you have the basic avatar setup with the VRChat Creator Companion you can just plug this avatar into it and upload! You can find detailed, beginner-friendly, step-by-step instructions on how to do this here.

Important: By purchasing this avatar, you agree to the Terms and Conditions outlined here.


Features

Menus and Toggles

The avatar's menus can be divided into three main categories: cosmetics (plus avatar lighting), facial expressions, and markers. In addition to those categories, the avatar also has GoGo Loco, a locomotion prefab with many features for moving, sitting, and posing your avatar. Check out the linked page for more details, or just try it out yourself—it's free!


Cosmetics (and Avatar Lighting)

  • Two hairstyles + a bald option.
    • Subtle, understated hair PhysBones.
    • Four standard hair colours + hue, saturation, value, and smoothness sliders for customisation.
      • (Hair colour change unavailable in Quest versions, see below.)

  • Eight custom eye textures + a heterochromia option to make each eye a different colour.

  • Three tops, five bottoms, four shoes, and eight accessories, all individually toggleable.
    • They're also organised into four "default" saved outfits.
  • Avatar lighting customisation to adapt to various lighting conditions from many different worlds.
    • Shadow Strength affects how shadowed the shaded parts of your avatar get.
    • Minimum Brightness does what it says on the tin, where at minimum value your character will not be visible in fully-dark worlds and at maximum value it will always be maximally bright.
    • Add Pass Directionals will not be used 99% of the time, but a couple of artistic worlds have directional lights that can only affect your character if this option is enabled.
    • (Avatar lighting customisation unavailable in Quest versions, see below.)

Facial Expressions

This avatar has seven facial expressions (cheerful, smirking, excited, sad, suspicious, surprised, and angry) and two modes for accessing them: manual and gesture-activated.

  • In manual mode, you can blend different amounts of each of the expressions to create something unique. By adjusting the radial toggles for each of them you can combine them into a completely new look, and if you don't like the result, you can always reset it.
  • In gesture-activated mode, you can choose whether you want right-hand gestures, left-hand gestures, or both-hand gestures to activate a facial expression, and each of the seven standard VRChat gestures corresponds to one of the facial expressions. You can also use the radial toggles to change how strongly each face will be expressed when using its associated gesture.

Markers

There are two markers, one attached to the tip of each index finger, which can be individually coloured. While they're enabled, using the "point" gesture will allow you to draw lines in 3D from the tip of your finger, and using the "fist" gesture will erase that hand's drawings.

Visemes

All versions of the avatar come with natural-looking viseme shape keys out of the box. Just start talking and watch Peter do the same!

Full-body Tracking

This avatar supports FBT out of the box: just enable your trackers, calibrate them as usual, and you're ready to go! No extra headache.

Quest Versions

All of the available tiers except for the lowest one include Quest-compatible versions of the avatar that have most of the features of the PC versions. That said, there are some limitations to take into account:

  • They all have Very Poor performance ranking on Quest, even the optimised variant.
  • Due to technical limitations related to how the hairs are set up (specifically, their reliance on transparency, and the workarounds I found to make them work anyway), the hair colour toggles and parameters do not work, so the avatar always has brown hair.
    • For similar reasons, the eyebrow textures are baked onto the skin, and the eyelashes are shorter and less detailed.
  • The Avatar Lighting options also do not work on Quest, as the Quest-compatible materials can't have those parameters changed (at least at runtime).

Unity Customisation and Technical Details

Toggles and Controllers

The majority of this avatar's toggles and behaviours use VRCFury, which makes them very straightforward to edit and add to. In the prefab you will see a series of empty objects detailing the menu structure of the avatar:

Each of those objects contains VRCFury components to set the toggles and icons of the avatar's Expressions menu, so editing the avatar's toggles and behaviours is (mostly) just a matter of editing those components, removing them, or adding onto them. VRCFury automatically takes care of creating the necessary controllers and parameters, organising everything into the right menus, and even create "next page" buttons in case your menus start growing too large. This makes expanding and modifying your avatar's capabilities really straightforward.

There are four main exceptions to this pattern:

  • Facial expressions: While there are in fact VRCFury menus for these that are controlling relevant parameters, they are used to control Blend Trees in the avatar's FX animation controller. The purpose of these Blend Trees (and their transition logic in the animation controller) is to permit the flexibility of the two modes of facial expressions described above.
    • If you merely want to edit the facial expressions themselves and not any of the logic, you can just edit the animations directly in the Assets/Avatar/Animations/Facial Expressions folder.
  • Eyes: There aren't VRCFury menus for these, and their logic is entirely in the FX controller. The purpose of that is to control the heterochromia logic, to determine when changing one eye should or should not change the other.
  • Hair colour: The hair colour parameters themselves are all controlled by VRCFury, but for the four standard colours that have their own individual buttons (black, brown, red, and blond) there exists an FX layer that sets the values for those parameters directly.
  • Outfits: Similar to how hair colour works, the VRCFury menus control each individual piece of clothing, but the "Full Outfits" buttons set those parameters directly in the FX controller.

Meshes, Textures, and Kitbashing

All of the meshes used by the avatar are available in the Unity package as .fbx files and can be edited or added onto at will (subject to the Terms & Conditions above). The clothes and the skin are atlased into straightforward UV tiles, and the meshes are labeled clearly.

As for the textures, the clothes' textures plus some of the others are .psd files for easy editing—and if you don't have access to Photoshop, you can use Photopea to open those files just as well, as it's free and has almost all of the same features Photoshop does. In Unity itself, the import settings of the textures have also been optimised to reduce size while trying to maintain quality.

If you want to add new meshes onto the avatar VRCFury can help with that, too. For any skinned meshes, you can place the new armature in the avatar object and then create an "Armature Link" component that will connect it to the avatar's main armature, without you needing to do anything manually with the bones themselves (except, perhaps, rename them to match the avatar's default ones). Then, add the necessary toggles to the menus and it should work pretty straightforwardly.


Materials

Peter uses the Poiyomi Pro version 9.0.45 shader for all of its materials. However, to use the avatar you don't need to have it installed: all of its materials are using their own locked optimised mini-shaders, and should work fine on their own. You can also edit the textures themselves if you wish to add more meshes into the same atlas, but note that the data textures (specular, metallic, reflection, and smoothness) are stored in packed maps that are in the same folder as the materials themselves.

Poiyomi Pro versions 9 and above have all of the same features and can be used to edit the materials, but you can also edit them with the free version of the shader and get most of the same features. Not all, though—in particular, the outline/stroke effect is only available in version 9—so make sure to back the materials up before trying to edit them with earlier Poiyomi versions so that you don't lose anything.


Packages

Basic

The basic package has Very Poor performance ranking and includes most of the avatar's features: all outfits and cosmetics toggles, two markers, avatar lighting, facial expressions, GoGo Loco, plus a Quest version and the Optimised version below.

Optimised

The optimised version has Good performance ranking but comes with a few limitations:

  • Only one outfit
  • No sunglasses, gloves, wristbands, coat, or the nipple and navel piercings
  • Only the right-hand marker
  • No heterochromia

It does, however, still have the full hair customisation package, the earring, the full facial expression system, and GoGo Loco. A package including a Quest-compatible version is also available.


Credits

$
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Unity package files with upload-ready versions of the avatar plus all of the raw resources (meshes and textures) used by it.

Performance Ranking
Very Poor
Poly Count
198,000
Material Slots
34
Skinned Meshes
27
Texture Memory
70 MB
In-game Download Size
33 MB
File Size
969 MB
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