3D Characters & Avatars

VRChat Avatar Design

VRChat avatar design creates and tests a custom avatar for an agreed VRChat SDK version, performance target, expression set, controls, and Unity handoff.

  • Delivery5–16 days
  • RevisionsPackage dependent
  • PricingQuoted by scope

What this service covers

VRChat avatars require a compatible Unity and SDK pipeline, correct humanoid setup, visemes, expressions, materials, and performance decisions. I define target platform, performance rank, toggles, gestures, PhysBones, and source assets before production.

The package can include a custom model, facial expressions, hand gestures, lip sync, eye behavior, PhysBones, effects, and finite menu toggles. The avatar is checked with the agreed SDK version and delivered as a documented Unity project.

Performance and visibility depend on device, platform, world, user safety settings, network, and future VRChat updates. Upload is performed by the client unless separately agreed, and account credentials should not be shared.

What's included

  • Custom VRChat avatar
  • Visemes and defined expressions
  • Optimization to one performance target
  • Unity project and upload guide

Tools and platforms

VRChatUnityVRChat SDKPhysBones

Avatar scope guide

How much does a custom VRChat avatar cost, and what changes the scope?

The meaningful comparison is not a single price. It is the amount of original modelling, rigging, optimisation and interaction work required for the intended platform.

Original character work and modification are different projects

Adapting an owned, licensed base model can begin with proportions, clothing, materials and expression work. Building an original character starts earlier with references, sculpting, topology and UV decisions. The quote should state which assets are original, which are supplied and which third-party licences apply. This avoids comparing a light edit with a complete character production as if they were equivalent.

Platform targets define the technical budget

A PC-only avatar can carry a different polygon, material and shader budget from a Quest-compatible version. Cross-platform delivery may require a second optimised mesh, simplified materials, texture atlases and separate testing. Performance rank should be agreed before production because late optimisation can affect silhouettes, accessories, facial systems and visual effects.

Rigging and expressions create much of the experience

Humanoid rig quality, weight painting, eye behaviour, lip sync and facial blendshapes determine how the character feels in motion. Optional toggles, menus, gestures, PhysBones and contact interactions add setup and test cases. A clear feature matrix identifies each expression and control, its default state, any platform limitation and whether custom animation is included.

A useful handover is testable

Delivery can include the Unity project or agreed source package, the avatar file, textures, setup notes and a record of tested SDK versions. Before acceptance, the avatar should be checked in representative worlds for tracking, clipping, menu behaviour, audio lip sync and performance. Ownership and redistribution terms must be written down, especially when commissioned assets and licensed components are combined.

Details that make an avatar quote comparable

  • PC, Quest or cross-platform target
  • Original model, licensed base or supplied character asset
  • Required expressions, toggles and interaction systems
  • Performance target and optimisation deliverables
  • Source files, upload support and usage rights

How the project works

  1. 01

    Scope

    We define the objective, deliverables, dependencies, and success criteria before production starts.

  2. 02

    Build

    You review working previews, so decisions are made against tangible output.

  3. 03

    Refine

    The agreed revision rounds are used to complete details within scope.

  4. 04

    Handover

    I deliver the agreed files, access, and practical usage notes in an organized package.

3D Characters & Avatars · Delivery

Choose the right level of scope

Final pricing is provided after scope, deliverables, and integrations are confirmed.

Starter

Core avatar

An optimized avatar with basic expressions.

  • One custom avatar
  • Basic expressions
  • Viseme lip sync
  • Documented Unity project
Delivery: 5–8 days Revisions: 1
Standard

Expressive avatar

A detailed avatar with gestures and expression controls.

  • Detailed avatar model
  • Defined expression set
  • Custom hand gestures
  • Blink and eye controls
  • SDK performance check
Delivery: 9–13 days Revisions: 2
Advanced

Advanced avatar

A scoped avatar with effects and PhysBones.

  • Detailed avatar
  • Advanced expression and gesture set
  • Agreed effects and toggles
  • Defined PhysBones setup
  • Target SDK test package
  • Source files and license notes
Delivery: 14–16 days Revisions: 3

Frequently asked questions

Will you upload the avatar to my VRChat account?

I provide a documented Unity project and upload steps. You can upload without sharing account credentials; live upload assistance can be scoped separately.

Will the avatar have lip sync?

Yes, visemes and the listed expression controls are configured and checked in the agreed SDK project.

Will the avatar perform well in VRChat?

I work to the agreed SDK performance target and review the report. Actual performance and visibility depend on device, platform, world, safety settings, and future updates.

Can one VRChat avatar be prepared for both PC and Quest?

Yes, but the Quest version usually needs stricter geometry, material, shader and texture choices. Planning both targets from the beginning produces a cleaner result than reducing a finished PC avatar at the last minute.

Get a quote for VRChat Avatar Design.

Share a short brief and I’ll help define the scope, dependencies, and a realistic delivery window.

Tell me about the project