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Workflow

Table of contents

  1. Introduction

Introduction

This page is for those who have no idea of the steps involved in making a 3D VTuber model, or who would like to learn more about how certain steps fit into the pipeline. The following diagram shows how each step flows into the next, and how some are independent of each other.

Some steps don’t have to be done after another but it may be highly recommended to do it in this order. For example, if you do expressions after tracking shapekeys, the expressions will also have the tracking built in.

flowchart TD;
	subgraph Blender
		subgraph Modelling
			m1(Body modelling)-->m4(Outfit modelling)
			m2(Head modelling)-->m3(Hair modelling)
		end
		subgraph Texturing
			t1(Body texturing)-->t4(Outfit texturing)
			t2(Head texturing)-->t3(Hair texturing)
		end
		subgraph UVs
			u1(UV unwrapping)-->u2(UV editing)
		end
		r-->wp(Weight Painting)
		Modelling-->r(Rigging)
		wp-->s(Shapekeys)
		s-->e(Expressions)
		UVs-->Texturing
		Modelling-->UVs
		e-->re(Rendering)
		e-->ex(FBX Export)
		Texturing-->ex
	end
	subgraph Unity
		i(FBX Import)-->vrm(VRM)
		vrm-->bl(Blendshapes)
		vrm-->phy(Physics)
		vrm-->mat(Materials)
		vrm-->an(Animations)
		vrm-->tog(Toggles)
		bl-->vsf(VSF export)
		phy-->vsf
		mat-->vsf
		tog-->vsf
		an-->vsf
	end
	ex-->Unity
	classDef MGroup fill:#7248a8
	class Modelling MGroup
	classDef UGroup fill:#6a76de
	class UVs UGroup
	classDef TGroup fill:#368eba
	class Texturing TGroup
	classDef BGroup fill:#402e63
	class Blender BGroup
	classDef UnityGroup fill:#582c63
	class Unity UnityGroup