Now frankly I don't mind as most of these are from Mixamo, Final IK or ripped from the game, but maybe keep better track of where you get your shit from. This is probably part of an ages old exploit (and the exploit has been fixed thanks to dumbasses like you).
Bruh, you literally got it from me. "Custom Humanoid Animator" is a package that I released ages ago, heres my Github as proof: https://github.com/HugoZink/RokksPrefabs
@Maebbie shaders work fine in worlds on Quest, just not on avatars. So I take it this is literally just a large cube with a texture on it, which doesnt look as good as a cubemap
I heavily recommend not using the heavy geometry outlines for double-sidedness. Just add "Cull Off" to the shader/pass, or turn it into a selectable property in the material. Outlines were never meant to provide "double-sidedness".
You fixed them the wrong way around, you're supposed to merge upper chest into chest (or leave upper chest unmapped). Otherwise the spine is all out of wack, the spine controls 75% of the torso and the chest only 25%.
Also, the rimlight texture settings are very nice. Do you think it's possible for the rimlight texture's alpha to be respected in the next version? That way I can keep my material count low by having the rimlights be less intense on some parts of the model.
Model looks decent, but the optimization could be better. Consider attaching everything in Blender so you end up with one mesh, rather than separate objects. Also consider texture atlasing so you have a very low material count.
downvoted for: stolen, cancer, not having the actual shader in the tumbnail, definitely stolen, cancer. The math in that shader is far beyond anything you're capable of. You're taking credit for other people's work and it's disgusting.
is there any particular reason for the extra pass at the start. Stencil values are between 0-255, 901 is an utterly nonsensical value. Sounds to me like a "slim" shader should not have unnecessary passes. The game is laggy enough as it is, how egotistical can you get.
The earlier issue has already been discussed and has been resolved. They were questions and not accusations. Pretty sure the walk animations were originally from mixamo anyway, its not like anyone in this community can claim ownership on it. i doubt anyone would truly take issue with it
The fact that this package includes animations from a folder called "Custom Humanoid Animator" intrigues me... Where did you get that package from anyway, I was under the impression it was meant to be kept private. And on a side note, did you get permission from the author to put these animations up on your paid store. (I want to use question marks but the website wont let me)
Why would you do this, exactly? You might as well put an avatar descriptor on an empty object, disable your mesh renderer, or disable your entire mesh.
The model is really good, and the animations are awesome too. However, the eyes are always half-closed, even in Unity. Is there any chance you could fix this?