Several version and iterations over the years
It all started back in the day with my cousin's username for playstation when we played COD. His username was "AGermanMidget", and for me I wanted something that would somewhat match that energy. Because I am Puerto Rican, I chose to start it off with "Spanish", and then I need something kinda goofy or funny to pair with. So I thought of "Potato" cause its fun to say and just a goofy friendly round thing. That was the beginning of the online identity with that.
From there I made The 2D icons for things like my art accounts, and used the name for pretty much everything once I migrated over to PC. Once I got into VRChat to meet up with developer friends and colleagues after college, I realized I needed a character to bring everything together. From there I started making the SpanishPotato Avatars.
In total now, there are 7 main version, with a bunch of sub iterations, 4.3, Christmas Potato, and more. I am mainly going to show the most important ones in the sense of the growth both in art style, abilties and direction.
This version honestly was done super quickly, as starting off I didn't really care too much about the image, I just wanted something to stand out and to not be like every other anime style character.
With that said, it had a TON of problem, especially with weight paints. I guess that's what you get when you do it quick and dirty!
Also in this version, both the 2D image and the Icon had no facial hair, which in the 3D sense made it feel somewhat creepy compared to what I have now.
Again trying to do things quick and dirty, I wanted to add a basic shirt on. This ended catastrophically as I not only messed up the weight paints, but also messed up the blend shape for the mouth so that the one eye flipped.
In all honesty, it was pretty hilarious to see when I first put it on and started talking, and I usually bring him back out during Halloween.
This was the first version with facial hair as well as the arm tattoo. I also punched up the colors to make him more saturated just a tad. The tattoo has character from all the characters and media that guided me down going into 3D art and game design. As a Playstation kid, I grew up with games like Spyro, Ratchet and Clank and Sly Cooper.
There were still many problem though with this version in regards to the weight paints, and the lack of detail.
This was my attempt to add more detail, while making also giving him some class. Again I did this quick and dirty, so this monkey suit looks more like an actual monkey put it on and was roaming with it.
After this one I realized if I am going to be making myself as an avatar, I should be putting in more time to capture the detail and get it to look proper.
I reworked the basemesh, retexturing, redoing the weights, and adding in a proper set of clothing for myself. This was also the first version to have toggles. So I could toggle on and off each piece of clothing, while also being able to equip my first prop, my Spud Gun.
This was the first time he actually felt like he had strong characteristics, but there were still other things I wanted to add for functionality.
Now that I had a solid base, I wanted to work more on getting specific versions of him made for event like holidays.
This goofy Christmas one was pretty easy to make, and made for some funny moments.
PoKratos, the Spud of War was made just for giggles. I found a version of Kratos on sketchfab, used it to retopo and make my own mesh, and then went through the process of texturing more in my style. I didn't want to capture every realistic detail, the key factor for me was getting the layering of all the major parts done right.
Version 4 focused more on 2 thing:
Pushing the style more
Add a lot more functionality
To do this, I changed the shader to be flatter, and used a cell like shader. Most of the time he'd look flat toned, but in specific lighting he'd look cell shaded. On top of this, I added an emissive slider. This allowed me to also adjust the flatness of the look depending on the world and the lighting.
In regards to functionality, 4 was prepping for adding in other previous outfits and new ones into this one.
And that takes us to Version 4.3, the version where I had various outfits, new shirts, pants, a new suit, hidden blade, and toggleable expressions.
I personally hate doing expressions with gestures, so I made a menu so I could additively combine different blends to make unique face. For example In the pictures below, you'll see the default face, a happy face, and a wide eye shape. I can combine both of those to make a cute big eye shape by enabling both at the same time.
V4 Emissive Up
V4 Emissive Down
Default Face
Happy Face
Wide Eye Face
Cute Big eyes Face
Version 5 had a lot of changes and continuations from the previous versions. It added more clothing options, while also giving more customization with hue and saturation sliders. I could change these on the fly, but they only worked on PC. With that said though, version 5 had probably the most customization options out of all the versions for clothing.
Because of this, I started to ask myself if it was getting too bloated. I liked to keep my avatars still functional on quest while retaining good or better on PC. With this version I was compromising on functionality for quest.
I also realized the style was getting muddy at this point. I was doing soft shadows for the texturing while still doing some kind of cell shading. While looking good in some circumstances, I wanted something more precise and accurate to the original 2D potato.
As I was figuring out style, I was also playing around with a 3D scan I had done from Siggraph. I wanted to make it super cursed, So I applied the Potato material I designed in Substance Painter and slapped it on the body mesh.
John and I for Halloween the next year decided to be each other. To keep in fashion of our characters, we still used them as a base as we "made our costumes". For me, I needed to mimic his metallic plating, so I made cardboard cutouts of key pieces, painted myself black in a purposefully bad way, and put on the blend shape that made my face look like his. To finish it up I did a face paint of his lil body.
This was the version where I feel like I finally cracked it. I redid the texture, so instead of using generators to do soft shadowing based on the high poly bake, I went and did them manually by painting them. I still generated some aspects like the potato eye/dot placement, but other than that the shadowing was hand painted after some modifying from light generators.
I also went through and audited which functions and clothing pieces I used the most and least. I also instead of using shader parameters for adjusting the colors, had a present of organized textures that I could UV offset to give me other colors. This allowed for functionality on quest while also keeping things optimized!
I also made a huge change in the face, where as before I just had the mouth open differently based on the visemes, I added teeth and a tongue for better viseme and mouth shape characteristics. The change was big at first and threw some friends off, but its something that is definitely better compared to how it used to be.
Version 7 brought about functionality for face tracking, more functionality, a slight retexture, and even more clothing combinations.
The face tracking blends are all there, I just need to fix my custom made face tracking hardware to show it off.
This version has a new lever action I can use with customizable attachments, material swaps for even more color variations between clothing sets, and features like preset outfits and a randomizer ( look below for randomized outfits)!
For the retexture, I loved what I did with V6, but starting with a light generator and then painting over created variations I didn't like in the shading between clothing. So in this version I just redid the painted 2 tone shadows manually. To best compare, look at the added detail to the pants here in this version compared to the previous.
I am pretty happy with this version, and it will probably be a while before I make a new update. These changes have been over the last 2 years of making this avatar and others. It's been really exciting to see the style grow into something so characteristic, and I honestly don't think there's anything else like my potato guy out there!
Photos From Over the Years