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VRChat: “There are more Japanese creators than all other countries combined”

https://twitter.com/chyadosensei/status/2001356290531156159
48•numpad0•2h ago

Comments

crooked-v•1h ago
The Japanese market on Booth also seems to be much more original than the English-speaking market, or at least that's the impression I get from the ten billion English-description avatars out there that are the same "bone white goth girl with a huge chest" templates with different yet basically interchangeable overloads of tattoos and piercings.
jeffwask•1h ago
Feels like there is some correlation here to the Anime / Manga industry, creating VR avatars and drawing manga characters aren't that far apart. Japan has always had a large pool of aspiring Anime and Manga artists, and this would be a pretty solid side hustle.
legacynl•1h ago
what the hell is a 'VRChat creator'? They make VR chats?
Analemma_•1h ago
You can commission people to make custom avatars for you if you don't know how to make one yourself. This is a fairly complex process, at least if you want a nice one that has full rigging and mocap support using external cameras and body tracking. I met someone at a party who does this as a side gig and brings in about $15K/year from it.
nomel•59m ago
They can also include animations, emotes, outfits, etc.

There are some artistically impressive avatars out there.

numpad0•1h ago
People that make 3D models and sell them on Etsy style websites for ~$50 each. Others then gather and buy them. It require basic skills in Unity to use them.

tbhimo, this is beyond bad omen to VRC and VR at large from profitability angle. To me it looks the exact path that Twitter went down.

Jhsto•1h ago
On a related note, does anyone have references which would explain VRChat (and the culture around it)? I'm not quite certain if the models are primarily used for comedic effect, role-play, or more of as a 'Ready Player One'-esque alternative identity. I think I know cases for the latter, but I feel like as someone who has never understood VR as a form of self-expression or played VRChat, I feel like I can't have the conversation with them.
cagenut•1h ago
People Make Games did a mini documentary on almost exactly what you're asking: https://www.youtube.com/watch?v=4PHT-zBxKQQ

Its three years old so things have slightly matured.

jauntywundrkind•1h ago
I find the vtuber effect pretty offputting myself. It's so flat.

It's going to wander into entirely different problems (one with a much more uncanny valley), but i'm curious to see how the field develops when facial animation systems start being able to parallel people's faces more.

cosmic_cheese•1h ago
VTuber avatar expressiveness varies wildly depending on the software and avatar artists in question. With the right software and top tier avatars, it can be quite good, but high quality avatars are extremely time consuming to create and thus expensive so only the biggest streamers tend to have those. Some agencies also force usage of less advanced agency-proprietary software to prevent talent from using the avatars without authorization.
swores•19m ago
Not quite the same as Vtuber avatars, but what you said about their software makes me think (hope) you might be able to answer a question I was wondering about the other day: is any software/models good enough yet to be able to replace the face of someone talking into a webcam with a different, photorealistic face - either that of a different existing person, or an entirely fictitious face - in real time, such that it could be used to pretend to be a different person on a live video call? Or, if not real time, how about for non-live videos, is there a tool that can do it well enough to be convincing without needing any manual editing?

And if the answer is no, how far away might it be?

(I'd be curious to play with it myself if such a thing exists and is publicly available, but the main reason I'd like to know is to keep an eye on how soon we might see faked video calls joining faked voice phone calls in the toolbox of financial scammers.)

cosmic_cheese•10m ago
It’s not something I’ve looked into so I’m not sure. VTuber software output can be set up to appear as a webcam which can be used in Zoom and such, so that’d be the closest that I know of.
reactordev•1h ago
It’s an outlet for younger socially unable people to be social. Throw a rave. Argue. Crap on each other. Have virtual sex. Exploit children. Engage in pedophelia. It’s a crappy VR version of Roblox for degenerates.

If you have friends with VR then it’s a way to hop in a lobby together and talk over mics and wave virtual hands.

I’ve owned all oculus rift models since kickstarter.

https://www.reddit.com/r/VRchat/comments/1dlg01v/the_problem...

https://www.commonsensemedia.org/game-reviews/vrchat/user-re...

https://www.researchgate.net/publication/365733387_Risks_of_...

bovermyer•33m ago
That seems... rather reductive.

You give references, but their conclusions and yours seem to operate on different scopes and restrictions.

I don't use VR, so I don't have a horse in this race. What do you gain from this?

reactordev•21m ago
>What do I gain from this?

Nothing. Just sharing the experience of most on VRChat with links to studies and comments.

Hate it or not, it’s not a very friendly place.

anigbrowl•24m ago
Some Japanese people use avatars to be v-tubers, and post talking head content on youtube or similar while mailing privacy. In some cases talent agencies require them to use avatars, which remain the property of the agency.
unsignedint•35m ago
I provide full livecast coverage by visiting every booth at Vket, which takes place in VRChat twice a year, and over time I’ve noticed some clear patterns.

In Japan, the market for 3D models and other VR/metaverse assets has steadily flourished. Within VRChat, it’s fairly common for users to purchase avatars from platforms like booth.pm and then customize them to their liking—sometimes as simply as changing colors, and other times by adding clothing, accessories, or other elements. The market itself is quite approachable: some avatars are used by thousands, or even tens of thousands, of people, while others cater to much more niche tastes. Either way, there’s something for almost everyone.

Originally, the focus was largely on avatars themselves. Over the years, however, we’ve seen a noticeable shift toward clothing and accessories. Looking at booths in recent Vket events, roughly 40%—if not close to half—of the offerings now fall into those categories. Tools such as ModularAvatar and Mochifitter have made applying and adjusting these items easier than ever, lowering the barrier even further. More broadly, many Japanese users don’t seem to find working with Unity particularly daunting, and that comfort level has helped form the foundation of the ecosystem we see today.

While comedy and roleplay certainly appear from time to time, many people treat their avatars as genuine representations of their identity. This doesn’t mean that identity is fixed—some users switch between multiple avatars—but there is often a strong sense of attachment. The avatar functions not merely as a surrogate in a virtual space, but as something that defines how they present themselves within that world.

This emphasis on originality, combined with a general avoidance of ripped game assets or avatars based on existing IPs (at least compared to trends outside Japan), appears to have played a significant role in shaping this distinctive Japanese VR culture.

cosmic_cheese•1h ago
My impression is that across the board, Japan (and to a similar extent, other East Asian and some Southeast Asian countries) have outsized presence in online creative spaces.

Part of that comes down to sheer numbers, but I feel there’s cultural differences that go into it too. Having lived in Japan I found that relative to the US, the average person is more likely to be decent at drawing/doodling or have interest in other forms of art.

I don’t have any special insight to why that’s true (if my experience is representative of reality — n=1 and all), but my hunch is that it might come down to an overall less self-defeating and more supportive attitude towards self-expression through art… in the US it’s common for people to completely dismiss the possibility that they could ever create anything of value, citing things like lack of talent. There’s also a consistent undercurrent of a disparaging attitude towards artists which also doesn’t help.

With those cultural differences, it’s easy to see why one group could end up with a higher percentage of creators than the other.

bongodongobob•27m ago
Government initiatives and subsidies. Big push to export culture post WW2. https://en.wikipedia.org/wiki/Cool_Japan#:~:text=Cool%20Japa...
fidotron•10m ago
My experience is in the US they are no less talented, there is just a much wider abandonment of doing anything which isn't going to generate money, along with being disparaging towards anyone that does pursue things as an amateur.

i.e. being a "sports fan" is more socially acceptable than being someone that actually plays a sport enthusiastically but not at a high level.

deadbabe•4m ago
Personal individuality in Japan is so repressed, people have no choice but to express themselves through art or online creative spaces.

In the US, there are more ways to express yourself, so art becomes less of an obvious outlet.

underlipton•59m ago
Not surprised. 90% of Western VRChat users are furries *and weebs, and 90% of them just want to party. IIRC, a lot of the builders went to NeosVR and Resonite, particularly after the anti-cheat debacle.

V-ket is one of the largest virtual conventions on the platform, hosted out of - wait for it - Japan. (The winter edition is currently on-going, if anyone wants to check it out.)

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