Workflow
Table of contents
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