Comrade (Toon PBR Metaverse Avatar)

Pose for VRchat thumbnail / 'profile picture'

Pose for VRchat thumbnail / 'profile picture'

Head closeup. Height based fur was 'baked' / channel mixed into the base color through anchor points in Substance, meaning that even with a light toon or mobile shader, the effect is still somewhat present

Head closeup. Height based fur was 'baked' / channel mixed into the base color through anchor points in Substance, meaning that even with a light toon or mobile shader, the effect is still somewhat present

Stitch trim and fabric seaming for jacket. Substance's UV edge stitcher makes this kind of work much easier than manually doing it, and it's very easy to touch up and perfect manually after. Seamless seaming!

Stitch trim and fabric seaming for jacket. Substance's UV edge stitcher makes this kind of work much easier than manually doing it, and it's very easy to touch up and perfect manually after. Seamless seaming!

Highly detailed pouches were requested (?) - I obliged by taking a variant of the star on the hat and stamping it into the height map, and enhancing it as previously mentioned

Highly detailed pouches were requested (?) - I obliged by taking a variant of the star on the hat and stamping it into the height map, and enhancing it as previously mentioned

The hat suffered from looking plain, and I didn't want to reuse the jacket material or have anything too similar looking, so I made a thick ushanka fabric material and did a paintover with normals for the ribbed / corrugated effect.

The hat suffered from looking plain, and I didn't want to reuse the jacket material or have anything too similar looking, so I made a thick ushanka fabric material and did a paintover with normals for the ribbed / corrugated effect.

Comrade (Toon PBR Metaverse Avatar)

character 'Comrade' - scratch avatar for VRChat / Unity Mecanim

I had a degree of freedom in that there was a single reference image available and the client wanted it to be 'cartoony but detailed'
I set to retain the detail and realism of PBR materials in a toon setting.
This was achieved using some heavy shading, exaggerated normals, and the inverted hull method for outline shading.

From distance, the character appears solid / flat / cartoon shaded, but up close (where it matters, in VR), the details are very clear and really make what's quite a simple design stand out nicely.