Avatars.

embodiment is how we interface with the world_

Creating an Avatar for Virtual Reality is a delicate balance between fidelity and optimization.
As VR headsets render everything twice (once for each eye), it's important to remember to keep your polygon count low and your materials optimized; however, people will be seeing your Avatar from a very, VERY close proximity.
Due to close-up interaction, the ability to properly emote with an expressive face and hands keeps your Avatar away from the dreaded Uncanny Valley. While that requires more polygons, it also allows for more extensive optimization where people aren't looking.

\\the_Wanderer

THE WANDERER is the central character of LIMINAL.

His creation utilized every single practical skill I have as an Artist. He has a full range of motion and articulation. His wings are fully functional. His face is higher poly for hyper-expressive facial tracking. Atlased 4K materials.

The Wanderer is the main embodiment I inhabit during LIMINAL performances.

28,000 polygons Base Body

134,000 polygons TOTAL (includes wings, vines, hair, heart, etc)

Watch the avatar's creation HERE! (Timestamp 7:16:58 for Complete Avatar)

Watch the avatar in motion HERE!

\\the_Prince

THE PRINCE is a vanta-black aura-farmer that moonlights as the monster under your bed.

The effectiveness of this avatar is all in its silhouette and materials. His body completely disappears in dark environments — leaving nothing to be seen but his pale, artificial-looking visage ... and a smiling set of very — very — sharp teeth.

In LIMINAL, he is the antithesis of The Wanderer. He is the second embodiment I inhabit during performances.

36,143 polygons TOTAL

Watch the audience interact HERE!

Watch the avatar in motion HERE!

\\the_Visitors

THE VISITORS are the avatars the audience embodies when they experience a LIMINAL performance.

They are extremely simple avatars made of layered meshes, meant to resemble motes of fire in a style that evokes painterly brush strokes.

Visitors can change their color, emote with music, and create sparks by clapping their hands together.

The avatars are extremely easy to customize, and repeat audience members are encouraged to wear their personal Visitor during shows.

9,044 polygons TOTAL

\\Styx_

STYX is a satyr (or faun, depending on who's asking).

Styx is my "every-day" embodiment in the Metaverse.

This avatar's appearance is based on my facial phenotype.

I essentially learned everything about creating avatars in Virtual Reality from creating this avatar.

Many people think it's an entirely different avatar per outfit. That is not the case. The only thing that changes are his hair and his clothes.

29,958 polygons Base Body (with Hair)

+22,435 polygons (Rococo Outfit)

+14,318 polygons (Cyberpunk Outfit)

Watch me pitch some environments HERE!