VRM Creation
As with any asset creation pipeline there are many different approaches to it depending on your resources, time, and overall preference. This doc will go over some common pipelines that people use to create their avatars. What you choose is completely up to you depending on which tools you are comfortable with. You can even mix and match as you see fit.
Pipeline 1 - Quickest and easiest
Create the final low polygon Avatar asset in your 3D Creation tool of choice such as Blender, Maya, 3D Studio MAX, etc. This would include the following :
Modelling
Unwrapping UVs
Texturing
Rig using Mixamo or Accurig
Create VRM using UniVRM
Pipeline 2 - Blender only
Create the final low polygon Avatar asset in Blender
Modelling
Unwrapping UVs
Texturing
Rig using the 'VRM for Blender' skeleton base and manual weight painting
Create VRM using 'VRM for Blender'
Pipeline 3 - Advanced Avatars
Create a high polygon asset using your 3D Creation tool of choice such as ZBrush, Blender, Maya, 3D Studio MAX, etc.
Sculpting / Modelling
Unwrapping UVs (optional)
Texturing (optional)
Use Retopology to create the final low polygon Avatar asset based on the high poly asset. This would include the following :
Modelling via retopology
Unwrapping UVs
Baking the high poly details onto the low poly asset (using normal maps)
Texturing
Rig using Mixamo or Accurig (as a starting point)
Add custom bones for use with Spring Bones for secondary motion in your 3D Creation tool
Create VRM using UniVRM in Unity
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