[0:00] Hello, I’m Hanacue, your local digital  artist. So I’ve been really interested in   [0:05] making my own VTuber model these days, and  I thought I would take you guys through my   [0:10] process of making a VTuber model from scratch.  And as an added challenge – because I sure do   [0:16] enjoy making things harder for myself – let’s  try to make the whole model in a week. Also,   [0:21] this video is going to be a two-parter, with  this first video covering the process of   [0:25] drawing and cutting the model, and the second  video will be about rigging the model. [0:32] BUT first! I need to call out some people. Do  you have an original character that you’ve been   [0:38] neglecting to come up with a backstory for?  Or maybe you’re one of those people that have   [0:42] hundreds of OCs just sitting around, waiting  to finally see the light of day? You know who   [0:47] you are. Well, I am calling out all artists with  OCs, whether one or a bunch, to give them a home   [0:54] on UnVale! UnVale is a new social art sharing  platform that emphasizes a focus on artists,   [1:00] writers, and worldbuilders. You can  create pages for your original characters,   [1:04] fill in details about their backstory, add tons  of images to their pages, and even add character   [1:08] traits to them. I love using the pages as a  way to write about the characters I’ve made,   [1:12] and color coding them to their exact aesthetics.  You can even create worlds for your characters   [1:17] to categorize them, and there’s even a diverse  community that you can socialize with on your   [1:21] pages! I hope you can’t tell how excited I am  about this site, because I love OCs with all my   [1:27] heart. I’ve even added a bunch of story tidbits  to some fan favorites like Sitrina, Enceladus,   [1:32] Zori and Gin, if you want to go ahead and check  them out on my page below! I love art websites   [1:37] like this because they’re vast yet tight knit, so  it really feels like you’re part of a community.   [1:42] It’s time to pull your OCs out from the cupboards  and really give them a proper home and showcase   [1:47] them on UnVale! If you’re interested, please feel  free to check out my link in the description. And,   [1:52] if you do create a profile, make sure to tag  your characters with the hashtag #hanasquad,   [1:57] so we can all find each other. And so I can  gush over your adorable characters. Thank you   [2:02] to UnVale for sponsoring today’s video.  Now, let’s head back to the video! [2:08] So some of you might be familiar with my past  VTuber work on the channel. I actually started   [2:13] my YouTube channel to share my findings on  making VTubers as an artist. I came a long way   [2:18] since then, and have shared hundreds of short form  videos on five models I had a part in making from   [2:23] 2021 to 2022. The first three models I made from  scratch, meaning I did everything from design,   [2:29] art, to rigging/animating, were the iconic  wolf boy, Gloomy, wolf girl and cat duo,   [2:35] Rhi’a and Kurone, and of course the purple fox  boy, Crazyfox. I’ve also done rigging work,   [2:40] which means all I did was make the model move,  for pink magical girl, Squeakychiona (who I will   [2:45] also be making a model from scratch for later  this year), and white cat girl, Starsmitten. [2:51] Keen observers might notice that all of these  models were made for other people. Despite having   [2:56] my own persona for years, I have never attempted  to make a VTuber model for myself. And the reason   [3:01] is, well, I’ve just never felt compelled to.  I just love making work for other people,   [3:06] so I simply never found the time to. But  of course, during my occasional streams,   [3:11] this was a point of curiosity for people. It  was ironic that as a VTuber maker, I, myself,   [3:18] never made myself a VTuber to use. But today, that  all changes. I am going to make myself a VTuber   [3:25] and I will finally become a VTuber. Before we go ahead, I do have to put out a   [3:30] disclaimer that this is not a tutorial video.  Consider it more of a general process video,   [3:36] where I’ll loosely explain what I’m doing and how  I’m doing it. And if you learn something from it,   [3:41] that’s great! Just please don’t expect a full  fledged tutorial, because really it’s more of   [3:45] a join me along as I make something kind  of cool and intensive. Alright,   [3:49] nice. Let’s move on ahead to the first step. [3:56] For the VTuber’s design, I obviously have my   [3:59] current persona that I use in all my videos,  which is the green-haired girl with braids and   [4:03] a little white dress with a fuzzy cardigan. This  design came about after many iterations of past   [4:08] personas I’ve had. Before green braids, I was a  generic brown-haired twin tail girl in a similar   [4:14] little white dress. This version actually had its  own 3D VTuber model during my Twitch days that   [4:19] a friend got for me, which was pretty cool for a  while. Before that, I was a pink haired girl with   [4:23] braids and a simple get up. And even before all  that, my past identities were… well… that’s all   [4:31] classified for another video, hehe. I really enjoy my current design. It’s   [4:35] unabashedly girly, with all my favorite colors,  and things like green, pink, pearls, ribbons,   [4:41] and more. And most of all, I love all the fanart  you guys have made of her, which has made me come   [4:46] to love her even more. But that also makes me  feel a little guilty to say that I am changing   [4:52] the design just a little bit. In my first iteration of the design,   [4:55] I loved everything but felt like some parts were a  bit redundant or unclear. So for day 1, I created   [5:01] a new sketch to simplify a lot of parts, and make  sure the shape language was clear. Stay with me   [5:06] here, I promise the final VTuber is going to be  just as unabashedly detailed and pretty as before,   [5:12] but sometimes you need to reduce things to their  simple forms before you can add more details. [5:17] The parts that were important for me to clarify  were the messy bob hair that was tied into   [5:22] heart-shaped braids, and the overall silhouette  of the character. In fact, this entire design uses   [5:28] heart shapes everywhere. The top is heart shaped,  the ends of the hair split into hearts, and the   [5:33] silhouette is also meant to reflect a vague upside  down heart. To make sure the silhouette in general   [5:38] was clear, I had to emphasize the most important  design elements. Messy bob, braids, fuzzy jacket,   [5:44] short skirt, and long legs. Basically, I want this  character to read like a doll, because the goal is   [5:49] everything girly, cute, and doll-like. As you can tell, I removed a lot of details   [5:54] from the original designs. Some of them will  make their way back, but others were redundant.  [6:00] For example, these arm sleeves, and arm  accessories weren’t really needed because I intend   [6:05] to have the character wearing the large fuzzy  cardigan at all times. I also clarified shapes   [6:09] and the logic of design choices like the placement  of the stitching on her dress and opting for a   [6:14] thicker ribbon. This is very important for later  when we work on drawing the actual model. [6:19] I’m pretty happy with the clarified design, and I  consider this more a bare bones design. If I had   [6:24] to only keep the essentials, what would I keep?  So this is what I came up with for my VTuber   [6:28] design! Similar to before, but a little clearer.  However, it has just now occurred to me that maybe   [6:34] some of you don’t know what a VTuber is. [6:39] So what is a VTuber? I’m going to explain to   [6:43] you what VTubing is to me, from strictly an  artist perspective. A VTuber is a digital   [6:49] avatar that you use to represent yourself, which  simulates your movements in real time using a web   [6:53] camera. Ever seen mocap actors and how that then  translates into games? It’s like that, but live.   [6:59] The term VTuber is short for Virtual YouTuber,  but this term now encompasses a large range of   [7:05] content creators outside of just YouTube alone. VTubing found some of its first introductions on   [7:09] YouTube with popular 3D VTubers like Kizuna  AI. But it reached the real height of its   [7:15] popularity during the pandemic lockdown, when  most people had to be inside and thus turned to   [7:19] online entertainment. During this time, with the  introduction of VTuber corporations and the growth   [7:24] of streaming in general, VTubers became extremely  popular. In my opinion, the VTuber community also   [7:30] grew quickly due to its intersection with other  communities like anime, gaming, streaming, art,   [7:37] voice acting, singing, and many others! Now, you may have seen some VTubers that are 3D,   [7:42] which are avatars you can sometimes use in apps  like VRChat. We often refer to these as models,   [7:47] or 3D models. However, a new type of VTuber  model would begin to rise during this time as   [7:53] well. These were called Live2D models, which were  a type of model that used flat 2D art, and rigging   [7:59] and morphing technology in a program called Live2D  Cubism. This type of rigging is an animation style   [8:05] that is popular in newer animation shows, because  it utilizes the ability to keep a character on   [8:10] model and adding what we call a skeleton under,  to move body parts and change facial expressions   [8:16] instead of redrawing them over and over. This by no means makes it easier, it just has   [8:21] different benefits that a show that uses the same  characters and similar shots may benefit from.   [8:26] But this technology became useful as the idea of  creating 2D VTuber models was popularized. You   [8:32] could essentially draw a flat 2D image, and morph  the different angles to give it the illusion that   [8:38] it was turning left and right, or up and down.  This opened up many avenues for artists who were   [8:42] skilled at art, but not so much at 3D modeling, a  chance at creating their own VTuber models. And,   [8:48] ding, ding, you guessed it. I’m one of  those artists who jumped on the train! [8:52] Now there are many benefits to making a Live2D  model. 1: Live2D models have that organic beauty   [8:59] of being a drawn image that is different from a  3D model. Of course it comes down to preference,   [9:03] but it is a different appeal. 2: You are able to  break more things and hide things in 2D art than   [9:09] you can in a 3D model. 3D models tend to have  the need to be logically sound because you are   [9:14] unable to 100% control the way the model operates.  But in a 2D model, you ARE able to control every   [9:20] aspect of the model to appear only how you like.  3: This is just my opinion, but I think Live2D   [9:27] models are easier to get into because most of us  will have general skills in art, but not many of   [9:32] us will have learned 3D modeling or sculpting  skills. Now, I say easier to get into, but this   [9:38] does not mean a Live2D model is easier to make.  It is still a lot of hard work, but essentially,   [9:44] doable for anyone who has some art skills. Of course, the program in question to make this   [9:49] all happen is Live2D Cubism. I’ll talk  to you more about that in the next video,   [9:53] but as I am currently aware, Live2D Cubism  is the only program as of right now that   [9:58] you can make a 2D model in. So now you know what a VTuber is   [10:01] and the different kinds there are, now let’s  move on to start sketching our model! [10:10] When it comes to sketching and planning the model,  there are a few things to keep in mind. Firstly,   [10:14] and this is not a hard rule, but it will make  your life a lot easier if you keep the model   [10:19] symmetrical on the left and right side. It’s  easier to rig the model when your two sides   [10:23] are approximately the same because you can  just repeat what you do on one side to the   [10:27] other. So I’ll just draw the body and head  using the symmetry ruler tool in Clip Studio   [10:32] Paint. Most art programs should have this tool.  For parts like the hair that are asymmetrical,   [10:37] I’ll create a guide for placement, then draw  in the hair. Secondly, you’ll want to draw your   [10:41] model in a program that can save to a .psd file,  has layers, and also some clipping functionality.   [10:47] Again, Clip Studio Paint works for me so I’ll  be using that. Thirdly, the way you’ll want to   [10:51] think about 2D models is as if they’re paper dolls  you can dress up. Our paper dolls will be quite   [10:56] advanced as they will have joints that allow you  to change their pose or position. So you’ll want   [11:00] to imagine that you’ll be building the dolls up  layer by layer. This is hard in the beginning,   [11:05] but gets easier as you do it more. For the second half of day one and for day two,   [11:09] I’m going to sketch and plan the model. As  I’m working on my model, I’m really aiming   [11:13] for a doll type of pose, because I personally  really like that aesthetic. I also plan to have   [11:18] all the body parts completely detached from the  clothes, so that I can draw more outfits for my   [11:22] character in the future if I want. One defining feature of VTuber models,   [11:26] other than the bouncy boobas and jiggle physics,  is the addition of many types of accessories.   [11:31] This is definitely on purpose, because the more  interesting accessories you have on your model,   [11:36] the more physics you can add later on. For  example, adding ribbons can allow you to create   [11:40] a lot of dynamic physics when the character  moves. Adding things like earrings, will add   [11:44] a lot more interest around the hair and face  movement. Having strands of hair in many areas   [11:48] will also help create dynamic movements. So while  these design elements may seem random at times,   [11:53] a lot of VTuber artists will add them because  they help create the illusion that the model   [11:57] is more advanced and dynamic, with more physics  and movements. This is of course up to personal   [12:02] preference, but it’s certainly something I try  to keep in mind when making a VTuber design.   [12:06] To continue my planning, I add colors to get an  idea of how things will look in the final model   [12:11] before I jump straight into lining and rendering.  This is extremely helpful because sometimes you   [12:16] aren’t able to tell if the model is unbalanced  in color or line distribution until the colors   [12:21] are on, so I really recommend you create this  color plan first. The colors can be simple,   [12:25] just enough to give you an idea how it  will look in the final artwork.   [12:28] Now, it’s time to plan some poses for my  character, which in my case are just going   [12:32] to be different arm attachments. I wanted to  create a pose for all my existing avatar images,   [12:37] so it didn’t feel like anything was lost when I  begin using the model. I really don’t recommend   [12:42] you add too many arm poses if you’re a beginner  because truthfully it is extremely time consuming   [12:48] and hectic. You will see later how much  I regret this decision. I will also take   [12:53] the time to explore different facial expressions  and mouths to imagine how the model will look in   [12:57] rigging later on. And that wraps up everything  I wanted to do for days one and two! [13:05] Hello, hello, it’s day 3 and I’m making sure to be  very caffeinated for this process because today we   [13:11] will be lining the model. Sketching the model is  kind of like the appetizer to the process, but   [13:15] you really get a full taste of what it feels like  to be a VTuber mama once you get to the lining.   [13:20] By the way, VTuber mama and papa are the terms  of endearment that we use for people who make   [13:24] VTuber models. Pretty cute, right? Remember how I  said earlier that you want to think of the models   [13:29] like paper dolls, where you build up pieces?  Well, I really mean it. I’m going to line   [13:33] every part separately, and what needs to be  separated is really up to your intuition. I   [13:38] like to keep a lot of parts separate though. So here I am outlining the whole head, then a new   [13:42] layer, and do the ears. If you’re a beginner,  I recommend you keep this simple and intuitive   [13:46] for yourself. You can always go back and do more  cutting in the future if needed, but you certainly   [13:51] don’t need to be excessive. However, since this is  my sixth model, I’ll be doing some more advanced   [13:56] techniques in my lining and cutting process.  For the lines, this includes some layer parts   [14:00] having an outside line and an inner line, so I can  create more 3D looking rigging in the future. [14:05] Lining is easy to explain, but a lot of work to  do. We’re making sure to line to get a clean idea   [14:10] of each layer part of the model. You’ll also  want to imagine and overline areas like the   [14:14] neck for example. We make the neck extremely long  because the head turning in rigging requires a lot   [14:19] of area to make it look natural. I also made my  layers somewhat visible here so you guys can get   [14:24] an idea of my workflow. As a reminder, this is not  a tutorial, just my process, so please don’t feel   [14:30] like you have to do exactly what I’m doing. The  amount of layers is pretty intimidating and yes,   [14:35] it is hard to keep track of. But to make VTuber  models, we will need to get used to it. I   [14:40] recommend naming your layers when you can and even  color coding them with this button in Clip Studio   [14:45] to help your eyes with the process. I’m making  sure to draw the bare body, then the clothing   [14:49] items on top. And I’m using the symmetry tool  again for a lot of this to save myself as much   [14:54] work as possible. I like to line my work even if I  intend to paint or render the model in the future   [14:59] because it also helps create clean bases which  is important for our VTuber model to work well.   [15:04] Here on out is just me lining the model, so  I’ll leave you guys to a short timelapse. [15:34] So that entire lining process has taken me  about 3 to 4 hours now, and that’s a lot of   [15:39] drawing in a day so I’m going to return back to  you guys with some base coloring tomorrow. [15:47] Base coloring is a pretty essential process  to making 2D Vtuber models because it ensures   [15:52] that no blank spaces or weird pixels are out of  place. So for day 4, I’m going to be adding the   [15:57] base colors and also fixing up some lines. The  thing to consider when it comes to adding colors   [16:01] is understanding the layer hierarchy - that is,  which layer goes belocw or above another layer,   [16:06] so that the layer parts show in their appropriate  order. This is part of what we call cutting   [16:10] in the 2D model art. The second part to cutting  is making sure that all the layer parts have their   [16:14] corresponding “back layers” as needed. For  example, for the cardigan, it is a bit weird   [16:19] to have it as just a floating part with no back  part to the cardigan, so I will draw that in and   [16:24] make sure the layer order is to the back behind  everything. You will need to use your intuition   [16:28] here for this, but typically parts that may need  this are sleeves, and undersides of clothing. [16:33] I’ll just continue coloring and organizing  all the layers in a timelapse now,   [16:37] so I’ll see you guys in a bit! [16:53] We’re dipping into day 5 here, as I’m   [16:55] working on lining and coloring all those arm poses  that we talked about earlier. This requires a lot   [17:00] of redrawing and imagining how the arms will work  in motion and with the layer hierarchy. And it’s   [17:05] about 8 different arm and hand sets I’m drawing,  so wish me luck. This entire process was actually   [17:11] extremely painful, and took a lot of brain power.  In the end, it took the whole day and a whopping   [17:16] 4 hours which is the same amount of time I took  to line the entire model itself already. And I’m   [17:22] actually not sure if it will be worth it, because  most people have enough trouble remembering to   [17:27] press toggles to change poses to begin with. So  if you guys take anything from this video, learn   [17:32] from my mistakes, and maybe skip the alternate arm  poses or save them for a later upgrade after you   [17:38] finish the model because it is really draining.  I’m going to get a lot of rest before this next   [17:42] part because I am gonna need the energy to  power through the rest of this model. [17:50] Ah, it’s finally time to do some rendering. I  mentioned earlier that one of the best features   [17:54] of a Live2D model is the fact that you get an  organically drawn look to your model. And there   [17:59] is no better time to sell that effect than in  the rendering part. So the way I’m doing this   [18:03] is that I’m going to add some detailed coloring  on a different layer clipped to the base layer.   [18:07] This is the time to make it as detailed as you  like, and for me, I like to take the opportunity   [18:12] to put extra care because people will be looking  at these models for long hours on end. So I like   [18:17] to try and make the work stunning for people  to enjoy and find new things each time! [18:21] I want to mention that the traditional way to  make Live2D models is to merge parts down so   [18:25] it’s the base color, line, and rendering all  in one layer. This is a really convenient way   [18:30] to simply rig the art later. And I recommend this  method especially if you’re planning to work with   [18:34] another Live2D rigger. However, since I plan to  rig this model myself, I have a vision where I   [18:39] want to keep the lines, base color, and detail  coloring all in separate layers. I’m doing this   [18:44] so I can create a more 3D look in my model as I  can manipulate the parts at different speeds. An   [18:49] additional way of looking at this is that, I’m  essentially creating a wrap for my parts using   [18:53] the detailed coloring where I’m overdrawing the  shading in a way that makes it flat. This way   [18:57] when the layer is moved to the right or left, it  will have the extra art to create a more 3D look.   [19:02] It’s a similar concept to wrapping texture in 3D  modeling. Again, this is not necessary at all,   [19:08] and you can simulate a 3D look with one layer,  but I’m an experimental person, and I really   [19:12] wanna see what kind of look I can achieve with  this additional effort. There will be a lot more   [19:16] layers, but hopefully the result is worth it. I wanted to include my whole coloring process   [19:20] here, but as I explained earlier, I drew the bare  model so I can swap out her clothes in the future.   [19:25] Which means I was coloring some skin areas that  might not be completely appropriate for YouTube,   [19:30] so sadly I didn’t include those parts! But if  you guys are interested in the skin coloring,   [19:35] I may release part of it elsewhere if you like! Now, I’m going to continue my process of rendering   [19:39] and overcoloring all the way until we’ve  reached the completion of the coloring. This   [19:43] was the bulk of the work I did for days 6 and  7. In the meantime, enjoy the timelapse! [20:16] Alright, so I may have grossly overestimated how  much I could do in a week. I was planning to do   [20:23] some cutting as well this week, but somehow  I overlooked how challenging it would be to   [20:28] draw an entire model, try and plan and draw an  animation to go with the reveal because yes,   [20:33] I’m crazy, and also edit the entire video in  a span of one week. As it turns out, I am only   [20:40] human and for some reason can’t spontaneously  grow four additional arms to draw, animate, and   [20:45] edit at the same time. So I tried to finish the  coloring and rendering to the best of my ability,   [20:50] but ultimately I think the art is only about 75%  done, at the moment. So I’m going to be kind to   [20:55] myself and take it easy, and save the rest of the  work for the next video where we’ll tackle all the   [21:00] goodies like cutting the model, finishing the arms  and emotes, setting up the model in Live2D Cubism,   [21:05] and rigging and animating the model. I am dead  tired as I am recording this, and while the art   [21:10] isn’t yet finished, I feel like there’s enough to  give you all a little bit of teaser in the final   [21:14] reveal. So please do enjoy the final reveal  of all my hard work and effort so far! [22:35] Thank you so much for watching! I’ve always  been a little bit unsure how to make a video   [22:40] on the process of making a VTuber model because  it is really complex with lots of steps. It’s   [22:45] definitely a lot easier to capture just my process  of making a single artwork. So I thought I might   [22:49] do it in a little bit of an informative process  vlogging type of style. It’s different from my   [22:54] usual type of video, but I hope you can find the  process enjoyable to watch! Again, not a tutorial,   [22:59] because I know this entire thing can be really  overwhelming. My main goal is to just expose   [23:04] you guys to the process and familiarize you  with it and the terms. Hopefully it helps a   [23:08] little! And if not, I’ll try my best to get  a little better next time! As always, here is   [23:13] a showcase of all of the lovely fanart you guys  have made for me lately. I love them very much,   [23:17] and I hope this new model can live up to the  beauty you guys always capture me in! Until   [23:22] next time, I’m wishing you all the best on your  journeys of achieving your goals and dreams. Bye!