Please join the Discord by using Gumroad after purchasing. If it didn't work at first, try closing your browser and doing it again (from what I have heard). I would highly suggest doing this as tutorials will be posted there on working with the avatar. If you have accessed this avatar illegally, please consider that I am a starving artist. I'm not a big business making millions. Please purchase the avatar and support the creator who made this avatar happen. You also get the benefit of updates and meetups and a big Discord to help you out when you run into problems. ---------- SUBSTANCE PAINTER INSTRUCTIONS ---------- NAVIGATION BASICS Hold Alt+Leftclick to move around the model. Hold Alt+Middleclick to pan the camera. Use the mouse wheel to zoom in and out. You can hide different parts of the model by clicking on the eye icon next to the texture set list in the upper right window labeled "Texture Set List". Select each different texture set to open all the layers and coloring options that are under the "Layers" window just below it. Layers are treated like a hierarchy. If you paint something on a layer that is above another, it will paint over that one on the model. All layers are labeled a color, aside from instruction layers (meant just to inform. They don't have anything on them). Green means you can change the color of the layer. Red means things you should not modify such as default shading and normal maps, unless you decide to do your own. Blue means you can toggle the visibility of it, mainly. TO CHANGE COLORS: This is for all layers that are labeled green. Some of these layers will have a filter modifier (labeled with the substance "S" logo next to them, named either "Color Match" or "Gradient"). With these you are to click on that filter, and if it is a "Color Match" filter, go to where it says, "Target Color" and change the color to your liking. If it is a "Gradient" filter, this allows for finer tuning of your color values. Feel free to play around with them and get what feels right for your color! If the layer has no filter, just click on said layer and look for "Base color" down below. Click on the thin rectangle below that and pick your color. USING THE OTHER EARS: If you want to use the Hyena or Wild Dog ears, you'll need to go to Edit/Project configuration, and click "Select" and choose the corresponding fbx file to the ears you want. Do this BEFORE you start any texturing or the texturing near that area will look skewed. NOTES If the nose, paws, or nails seem too shiny for you, you can change the Nose under the "Body" texture set. Click on "NOSE COLOR" and under where you'd change the base color, is a slider for roughness. Move said slider to roughen or smooth the texture. You can do the same for paws, under "PADS COLOR" and nails, which is in the "Shiny" texture set, under "NAILS COLOR". If you want to copy a color you just set, in the color mixer where you set your color (the window that opens to change color), copy the code it has below and paste it into the layer's color mixer that you want it in. When you change the "Fur" Texture set's base color, make sure you also change the "FUR BLEND COLOR" layer located in the "Body" texture set to that same color. If shading looks muddy or not matching so well, there is a filter below the "SHADING" layer with 3 colors that you can modify to get better harmony in the colors (Typically lighter colors will show more muddiness). Use the "position" sliders as well. EXPORTING Download the Poiyomi Substance Export Preset from here: https://www.poiyomi.com/assets/substance/Unity%20Poiyomi%20V8_ExtraMaps%20r2022-07-07.spexp Navigate to Documents\Adobe\Adobe Substance 3D Painter\assets\export-presets OR Documents\Substance 3D Painter\shelf\export-presets (Depending on version). Drag and Drop the preset file in there. Now go to File/Export Textures. Under Output Templates at the top, select the "Unity Poiyomi..." preset we just added. There are 10 options listed in the middle of the window. You need to change the beginning of all their names. They should all start with a "t_$Mesh". Delete that and replace it with "Wolfman". It should look something like "Wolfman_$textureSet_BaseColor(.$udim)" if it were for the BaseColor. Do this for all of them. This will make changing your textures a lot easier. Now go back to "Settings" at the top and select "Unity Poiyomi V8_ExtraMaps r2022-07-07" as the Output template. Change your output directory to what you choose. For each box on the left, select it and check each of the following. Uncheck any that are not listed here. This is just exporting what we need, as the other options are not necessary. (You don't necessarily need to export anything besides the BaseColors of all these Texture Sets, unless you know you changed the normals and whatnot). IF SOMETHING IS SUPPOSED TO BE METALLIC, SELECT THE "MetallicMap" ON THE APPROPRIATE MATERIAL. Body: BaseColor NormalMap SmoothnessMap Extra Ears (HAVE THIS CHECKED IF YOU'RE USING THE ALTERNATE EARS): BaseColor NormalMap SmoothnessMap EyeClear: AlphaMap Eyes: BaseColor EmissionMap Fur: BaseColor NormalMap SmoothnessMap Shiny: BaseColor NormalMap SmoothnessMap Shirt: BaseColor NormalMap SmoothnessMap AmbientOcclusion Sweats: BaseColor NormalMap SmoothnessMap AmbientOcclusion Underwear: BaseColor NormalMap SmoothnessMap AmbientOcclusion AlphaMap Once that is done, you can export your textures. Woohoo! ---------- USING BLENDER ---------- If you ever make any edits in blender, be sure that when you export as FBX, under "Armature" on the right of your export options, deselect "Add Leaf Bones". ---------- USING CREATOR COMPANION ---------- Due to a new update, it will be necessary to use the Creator Companion from VRChat. You can download it by logging into VRChat on a web browser and going to "Downloads" on the left of their page. You will find the Creator Companion you will need to install. In the Creator Companion, on the left under "Projects" click "New". Select "Avatar" and name it as you please. Click "Create". Now select "Projects" on the left to find your created project. You can leave everything on the right as is, and select "Open Project". This will begin opening Unity. ---------- USING UNITY ---------- With your fresh Unity project open, go to Assets/Import Package/Custom Package. Locate the Poiyomi you downloaded and open it. Leave everything checked in the next window and click "Import". Nex, do the same, but with the Wolfman package. Your Unity Scene will be blank afterward, so at the bottom of your project you'll have your assets folder. Inside that you'll see a folder labeled "Assets". Click on the "Wolfman_..." folder inside it and open the "Scene" file (looks like the Unity logo). USING UPDATE FILES The files are meant to be used in succession. For instance, if your current WolfMan unity package is version 1.0. You would FIRST want to import the 1.0.1 unity package update. Then you would follow that with the 1.0.1a update and so on. Failing to do so can cause things to break. NAVIGATION BASICS Hold Alt+Left-click to move around your pivot point. Hold Alt+Middle-click to pan the camera. Alternatively, you can hold Right-click and use WASD to fly around your scene. BLENDSHAPES Select the avatar in the scene until its highlighted orange, then on the right, open the "BlendShapes" and you will see hundreds of options. If you used any of the teeth blendshapes, you would want to replace the appropriate viseme to prevent teeth clipping. Example, you increased the "facetopteethposition" blendshape, you will want to select the avatar in your scene until its highlighted blue. Then, on the right look for "LipSync" and go down to the "Viseme:oh" and "Viseme:ou". Replace both with the "vrc.v_oh_topteeth" and "vrc.v_ou.topteeth". SIZE If you'd like to change the size of the avatar, select the avatar until its highlighted blue and change the "Scale" in the upper right to your liking. Keep the X, Y, and Z values the same value or you will be squashed or stretched. Afterward, be sure you also adjust your "View Position" on the right. This is where you will be viewing from in VRChat so put it in between the eyes or wherever you think works for you. BEFORE YOU UPLOAD Open the VRChat SDK window by going up and selecting "VRChat SDK/Show Control Panel". In that window, click on "Authentication" and log in with your VRChat login information (Or you can't upload). With all that done, you can feel free to select "Build & Publish for Windows". In the menu that follows, please select "Private" or you will be going against the Terms of Service I listed. You can then upload it! If you get a notification about anchor points, click yes. If you closed it by accident and it doesn't want to upload, save, and close your project and try it again (don't know why it gives this sometimes (it has anchor points set), but it’s usually the first time you've imported the project). CHANGING TEXTURES To change textures to one of the premade texture sets, in your assets, go to WolfmanVX.X/Textures/Materials/Premade Materials and pick the color you are looking for. Click on the mesh you want to apply textures to and make sure its selected in an orange color. On the right, click on "Skinned Mesh Renderer" and under "Materials" you can drag and drop the corresponding materials to each spot. For example, the material in the assets called "Body" can be dragged and dropped into the "Element 0" slot, which has a material already in it called "Body". Same goes for "Shiny" and "Fur" and so on. If you got some new textures done, or you did them yourself, go to WolfmanVX.X/Textures and you'll see folders labeled according to the Substance file that was given. You will want to replace the texture located in the Unity project, in File Explorer (Windows File explorer). For example, if you got a new texture for the "Body" material (If you're not sure, just compare the old one in Unity to your new one. Should look similar aside from color), open the "Body" folder and right click one of the textures in there and select "Show in Explorer". This will open File Explorer. Simply copy and paste or drag and drop (your preference) the new texture into that folder (NAMING IS IMPORTANT. THE NEW TEXTURE MUST BE THE SAME NAME AS THE TEXTURE IN THE FILE EXPLORER WE JUST OPENED OR IT WILL NOT WORK. Please rename the new one as the one in Unity if it is not the same. If you follow the Substance Painter instructions below, it should export with the exact same names needed). When you make Unity your active window again, it should reload the texture as the new one. NOTES Usually, you can select "Auto Fix" for any errors in the builder on the VRChat SDK window. However, there is one mentioning custom shader keywords, you can ignore this one. FOR THE ALTERNATE EARS You'll need to manually drag and drop the ear textures you made into the "ExtraEars" Folder. Next, in the "Textures" folder (The folder showing all the various texture folders), open the "Materials" folder. You'll find two Material files called "Extra Ears AWD" and "Extra Ears Hyena". Select the appropriate one and in the window on the right, you'll see the Poiyomi shader options. Click "Unlock Shader" if it is locked in so you can edit it. Next, under "Color & Normals", drag and drop your BaseColor texture from the assets window you just put your textures in, into the little window next to "Texture". Now in the Hierarchy window on the left of the program, click on the appropriate ear you want shown. On the right window, there is a little box next to the name of the mesh, click it to show the mesh. Now hide the ear you don't want by selecting it on the left again, but this time unchecking the box on the right. INSTALLING FACETRACKING Please join the Discord where there will be a video showing how to do this. Thank you! ---------- QUESTIONS? ---------- Use the avatar discord and post your questions there! I, or anyone with an answer should assist you! Happy VRChatting!