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3D Proller
Client
Personal
Software
Krita
Blender
Unity
Warudo
This 3D model was a long-overdue and very self-indulgent upgrade. After having used my 2D vtuber model for over 4 years, I was already thinking about creating a new one that better encapsulates my art style and personality. I had designed a new 2D model but I was hesitating to start separating all of the layers to rig in Live2D. I was super excited about the new look and feel, but I was dreading having to go through the same process of rigging (and paying for the Live2D license again).
I've known about 3D being an option for vtubing for a long time, but with the prices I've seen for commissioning an artist to model and rig one, it seemed like it would be quite the undertaking. When a vtuber makes the jump to 3D, it's a big deal!

It wasn't until I had seen my friend LYRA's model that I realized how fun, expressive, and versatile 3D models could be. Seeing all the different ways she could integrate her model into different scenes made me want to give it a go. The extra dimension really makes a character feel more tangible and believable!

I had learned new programs for ambitious projects before, and at this point it was clear that it would be worth the effort. Plus, Blender is free! The only cost would be my time (which is a resource I embarrassingly have a wealth of).
I started looking around for resources or tutorials on how to model vtubers in Blender and eventually landed on Shonzo's YouTube channel. Shonzo has made many high-quality 3D rigs that are made to emulate existing 2D vtubers. I had a good idea what the process would be like after watching several of their work streams. I decided to dip my toes in the water by outlining the skull and trying to define the shape based on my drawn reference.

As it turns out, Blender isn't as scary as people have made it out to be. The process of taking my 2D reference and sculpting it in a new dimension became my new addiction over the following month. I had a blast modeling and texturing the new leshen! Having all of the design and painting finished already meant that I could focus all of my energy on learning the tools instead.
It wasn't an entirely painless process though. Figuring out how to rig the model using weight painting for an armature was a real challenge. I made sure to include additional bones to be used for clothing physics in Unity later. The physics work for the most part but admittedly the meshes clip through each other with certain movements and I'll likely be revisiting the weight painting in the future. This rig needs improvements if I ever want to make the jump from face tracking to full-body tracking. Overall, it's still an exciting upgrade and it's been a blast to play around with on stream!