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Unity‐Chan Map Model (oBody) Tutorial
This tutorial assumes that you've done at least the costume creation tutorial.
The other tutorials in the series are recommended, but not required. Note that screenshots shown here will include the tail added in this tutorial.
This tutorial will cover how to make an oBody, which is used on the battle map.
Previously in the costume tutorial, we defined a uBody, which is the model used for a costume in close-ups.
oBody models are lower-detailed versions of the costumes - they have less geometry and lower resolution textures.
By the end of this section, we'll have something that looks like this in Blender.
We will be making some destructive changes to the costume, so you should make a copy of the project.
Go to File -> Save as and name the new Blender file something like unity chan obody.
Make sure you're in Object mode, and select the Hoodie.
Go to the modifier tab, and add the modifier called Decimate
Use / to focus on the Hoodie, press and hold Z, and select and release on wireframe mode.
Now, try lowering the Ratio for the Decimate modifier. Scroll down a bit so you can see the Face Count at the bottom of the modifier.
Notice how lower the number, the fewer edges there are in the wireframe.
Press and hold Z, and switch back to Material Preview.
We will try to find the lowest face count that doesn't break the shape of the Hoodie.
For example, 0 is clearly too low.
For me, I decided on around 0.0345. Face count is 580 - a considerable reduction from 9000.
Note that the zipper is slightly detached from the Hoodie now. This will likely not be visible at normal map distances, so it's fine to leave it.
oBodies use a different shader than uBodies. So, let's rename the materials so they won't collide in Unity.
Going to the material tab,
Rename the Hoodie and HoodieZip materials to have an _oBody ending.
Now, we will continue decimating the other parts of the costume, and renaming their materials.
Also, we can delete ShadowMesh as oBodies don't need that.

You can also delete the Shorts since oBodies are never viewed from a low angle.
After adding the Decimate modifier and tweaking their values, I got something like this.
If you named your objects the same and kept the same meshes as I did throughout the tutorial series, you can refer to this settings for Decimate on each mesh object. Feel free to choose your own values.
Arm Wrap: 0.15
Bootes: 0.01
Choker: 0.1
Leg Brace: 0.02
Shirt: 0.05
Stockings: 0.05
Straps: 0.05
Tale: 0.05
uBody_Base0AF_c000_Skin: 0.15
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Getting Started
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