Planning and developing the avatar import pipeline. It is now possible to do a one click import of VRM files to Mikoverse at runtime. Below is a selection of avatars imported at the time of writing, in different visual styles. They are mine with the exception of the anime girl in the middle; it is put together from free and purchased assets and edited.
Developing material sets to support all aesthetics of avatars.
Rendering flat toon/anime people with Unreal and Lumen is normally a challenge. Just using unlit will result in the unlit avatar lighting up its surroundings, so we had to make some workarounds in order to avoid that. The other toon aesthetic is based on the work done by the VRM4U authors and is a good compromise allowing anime people to react to shadows and light, but they have to be more careful about how they light themselves. The realistic low poly option was added due to contact shadows not playing well with lower poly avatars, and regular users wouldn't know which option to look for in order to turn this off. So they got a special button!
Prototyping features within the existing limits of the project:
Planning and developing the wardrobe and clothing systems, here seen on the free audience avatar Potat, which I also developed.
World and helper function development including lighting rig, streamer and photostudio rooms, world lighting and world building kits. See below for footage of streamer rooms and lighting rig. The avatar is Miko by CodeMiko.
Sometimes my work would mix tech art and feature design. Here I am prototyping a tinting system based on a 4 color palette which I later integrated into the wardrobe as well. I thought it was a good compromise for players who aren't into color theory but still want to recolor their items. This also opens up for color themes as and item type to create/trade/unlock/win; that implementation I leave to the designers. The test avatar is by Orange Nova Avatars.