> For the complete documentation index, see [llms.txt](https://docs.monaverse.com/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.monaverse.com/create/creating-avatars/vrm-creation.md).

# 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
  * &#x20;[Using Mixamo for Rigging](/create/creating-avatars/vrm-creation/using-mixamo-for-rigging.md)
* Create VRM using UniVRM
  * [Importing UniVRM into Unity](/create/creating-avatars/creating-your-avatar-using-univrm/importing-univrm-into-unity.md)&#x20;
  * [Creating the VRM using UniVRM](/create/creating-avatars/creating-your-avatar-using-univrm/creating-the-vrm-using-univrm.md)

### 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
  * [Adding 'VRM for Blender' into Blender](/create/creating-avatars/creating-your-avatar-using-vrm-for-blender/adding-vrm-for-blender-into-blender.md)
  * [Using 'VRM for Blender' for Rigging](/create/creating-avatars/creating-your-avatar-using-vrm-for-blender/using-vrm-for-blender-for-rigging.md)
* Create VRM using 'VRM for Blender'
  * [Adding a Material](/create/creating-avatars/creating-your-avatar-using-vrm-for-blender/adding-a-material.md)
  * [Assigning VRM Details](/create/creating-avatars/creating-your-avatar-using-vrm-for-blender/assigning-vrm-details.md)
  * [Exporting the Avatar](/create/creating-avatars/creating-your-avatar-using-vrm-for-blender/exporting-the-avatar.md)

### 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)
  * [Using Mixamo for Rigging](/create/creating-avatars/vrm-creation/using-mixamo-for-rigging.md)
* Add custom bones for use with Spring Bones for secondary motion in your 3D Creation tool
  * [Adding Custom Bones to the Rig (Optional)](/create/creating-avatars/vrm-creation/adding-custom-bones-to-the-rig-optional.md)
* Create VRM using UniVRM in Unity
  * [Creating the VRM using UniVRM](/create/creating-avatars/creating-your-avatar-using-univrm/creating-the-vrm-using-univrm.md)
  * [Adding Spring Bones in UniVRM (Optional)](/create/creating-avatars/creating-your-avatar-using-univrm/adding-spring-bones-in-univrm-optional.md)


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