VRBurn 2021 - UFOs

Updated: 4 days ago




Art calls are now open until Oct 24th! Submit your art HERE


Guide for submitting your art per app

Guide + tutorial video references for optimizing with Blender and exporting from Unity


VRBurn 2021 is happening in December, as always since 2019, and the theme this year is UFOs!

This is a live show in VR space, and this year we are in VRChat in our studio world where we will stream it all live on our Twitch channel which is available for mobile devices.


Any unidentified flying object fits the theme. Feel free to submit multiple art pieces and to submit other content that can help fill in the scenes of the show. Make sure that each submission is complete, in other words, that it is not the arm of your character because your main submission is above the size limit.


Scenes in the show will contain art from more than one artist and the focus for the curators, SabbyLife and Volt__Edge, is to create an experience while blending various artist's styles together into a cohesive scene and overall theme.


Art submissions need to be created in VR (with a headset on) at some point of the creation process unless you are submitting assets for the show (particles or other scene fillers).


To volunteer to be part of the show team and work this event with us, submit your information HERE

Guide (not a tutorial) for submitting your art per selected apps:


All obj/fbx/glb submissions need to be a one layered mesh per submission, and one texture/UV map/material per submission, or two textures and materials if you have a particle system included. Keep in mind, Tilt Brush is the easiest art to submit in this show.


The following guide refers to Blender 2019 for editing objects and 3D models, but feel free to use any modeling/editing software that gets the job done. The goal is to optimize the geometry and to create one texture/material for your submission or two materials for Unity 2019 particles systems as well. The following are the most popular VR art apps for submissions from our community:


Gravity Sketch (this is mainly a VR designing/modeling app)

  • Gravity Sketch: Delete any unseen geometry, this is referring to hull brushes that create faces inside and under the object

  • Gravity Sketch: Export using "Single sided" normals, and as a "Control" not as a "render"

  • Gravity Sketch: Before exporting use the "Recenter" button for your convenience

  • Gravity Sketch: Materials will need to recreated in Blender into one texture map

  • Blender: Open the .fbx file in Blender and join all the parts after making any edits to the geometry

  • Blender: It is better to weld your vertices in Blender by selecting all the verts in Blender and "merge vertices by distance", and keep geometry under 7K verts or 10K tris collectively for all models in your scene

  • Blender: Create one UV mapped texture/material in Blender, and optional normal map at 2048x2048

  • Blender: Export as .fbx from Blender following proper settings for exporting animations from blender

  • Unity: Drag the fbx into a new Unity 2019 project

  • Unity: Recreate the material in Unity using the UV mapped texture & normal map you created in Blender then apply the material to your object

  • Unity: Make sure everything looks like you want it to look in Unity

  • Unity: Delete the camera and any lights, then export your object, texture, and material out as a Unity package

  • Submit the .unitypackage file for your submission. You will find this file here: Documents>Unity>[your project file folder]>Assets

  • Unity packages containing models, materials, and textures only, should be under 10MB in file size


Medium (this is a VR sculpting app)

  • Medium: Create on one layer to allow merging of the mesh parts

  • Medium: When exporting use the most optimized settings that you can, most likely 1% setting, stay under 10K tris, texture and material will need to be recreated in Blender

  • Blender: Open the .fbx file in Blender and make sure to join all the parts after making any edits to the geometry

  • Blender: It is better to weld your vertices in Blender by selecting all the verts in Blender and "merge vertices by distance", and keep geometry under 7K verts or 10K tris collectively for all models in your scene

  • Blender: Create one UV mapped texture/material in Blender, and optional normal map at 2048x2048\

  • Blender: Export as .fbx from Blender

  • Unity: Drag the fbx into a new Unity 2019 project

  • Unity: Recreate the material in Unity using the UV mapped texture & normal map you created in Blender then apply the material to your object

  • Unity: Make sure everything looks like you want it to look in Unity

  • Unity: Delete the camera and any lights, then export your object, texture, and material out as a Unity package

  • Submit the .unitypackage file for your submission. You will find this file here: Documents>Unity>[your project file folder]>Assets

  • Unity packages containing models, materials, and textures only should be under 10MB


Tilt Brush (this is mainly a VR painting app) Most submissions are usually Tilt Brush so here are some tips before submitting your art!

  • Group your guide strokes together for easy selection and deletion

  • Delete any extra brush strokes that are not seen from the outside unless your art piece has an inside experience component

  • Select All and look for any "paint splatters" (random brush strokes) that you can delete from the scene

  • Mark a spot in your Tilt Brush scene for any obj/fbx models you are using in the scene so that we know where to put them. Any models that are to be included in the scene will contribute to the 100MB upload limit but need to be uploaded as a Unity package.

  • Check the Tilt Meter and make sure to stay in the "Low" meter levels

  • Submit the .tilt file for your submission. You will find this file here: Documents>Tilt Brush>Sketches

  • Tilt Brush files should be under 100MB, as seen in the details of your .tilt file, but if you are uploading a model to be included in your Tilt Brush scene, the Tilt Brush file needs to be smaller to include the size of the model. All models/objects in the scene need to be submitted separately in a Unity package file for submissions. Accumulative file size submission needs to be under 100MB.

Tvori (this is a VR animation app) You need a license to export these animations and you will need to upload proof of your license.

  • Use optimized models in your scene. Decimate the geometry, weld vertices, and create a UV map in Blender after decimations, creating one texture and material per submission at 2048x2048. Keep geometry under 7K verts or 10K tris collectively for all models in the scene.

  • Animations should be optimized with efficient use of keyframes in Tvori

  • Export an fbx from Tvori

  • Drag the fbx into a new Unity 2019 project

  • Create your own material in Unity with the the UV mapped texture then apply the material to your object

  • Make sure everything looks like you want it to look in Unity

  • Delete the camera and any lights, then export your object, animation, texture, and material out as a Unity package

  • Submit the .unitypackage file for your submission. You will find this file here: Documents>Unity>[your project file folder]>Assets

  • Unity packages containing animations should be under 10MB


In summary, Tilt Brush art needs to be submitted via the .tilt file under 100MB or under 90MB if including a model/obj as well, any other art/obj/models, asset, or rigged animation need to be submitted as a complete Unity package file under 10MB with one texture/material by painting and/or stenciling, and with or without animation and particle system with a second texture and material for the particle system. Only geometry, animations, and particles are allowed from the Unity engine if you are creating natively within Unity for asset submissions (no custom scripts). Do not send skyboxes, cameras, or lights in your Unity package.


When exporting animations from Blender, make sure to follow proper settings for exporting animations via .fbx from Blender.


If you need help with workflows or pipelines to get your art work to Unity and out as a package ask your questions in the VRArtLive discord, and there are many Youtube tutorials online.


Thanks to Chromasnare, ZandyXR, and Volt__edge for contributions in researching workflows for the guide information! Guide is written by SabbyLife.



Guides and tutorial reference videos for optimizing in Blender and exporting a Unity package:


Learn to Navigate in Blender:

Basic navigational controls for Blender


Optimize in Blender:

Merge/Weld vertices (welding vertices technique is from 0:00 - 2:30)

Apply a decimation modifier (try "Planar"decimation type for Gravity Sketch

Monitor your vertices, faces, and tris (triangles) count in Blender


For SOLID color materials:

If you want to paint colors using Blender (assign same material to all models in the scene, select them all, UV unwrap them at the same time, create a new texture [unclick Alpha],unselect all models, select one model to paint, start painting, when finished SAVE the image texture then join all the objects together, export as fbx) Tutorial Video


Flat shade color atlas (one texture with color blocks, don't forget to SAVE your texture image) This is the easiest and most simple texture atlas for solid color mapping into one texture.


For TEXTURED materials and multiple textures/models:

Stenciling texture in Blender (make sure to verify the terms of use for any textures you grab from online, don't worry about bump or normal maps, follow the technique in this tutorial about how to paint the texture onto objects, but all textures need to be baked together in one texture atlas after you're finished painting them on, don't forget to SAVE your texture image Tutorial Video


Bake a texture atlas manually in Blender of several parts/models into one (don't forget to SAVE your texture image. When saving your baked atlas image do not save as a png, it is not necessary and makes your file larger)*Warning, the model used in this tutorial is a weapon for a shooter game but this tutorial explains exactly what you need to do for submissions if you have multiple parts/models with multiple textures. Tutorial Video


Bake an atlas map with Simple Bake add-on: this is an easy way to do the work but costs $ ofc.


Export a Unity package:


Download Unity 2019.4.30 (please looks up tutorials on how to install Unity if you need them)


Learn Unity navigational controls


Import your model and textures


Export as a package, follow this tutorial from the time stamped link below to 5:00 (click on your project folder, "Assets", click "Export Package", you should select only the model, texture and other files that are a part of your art submission [not cameras or lights], export) Tutorial Video


Thank you for attending the SabbyLife University for VR Art Optimizations ;P


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