![]() using a base model which both you and the buyer own, adding custom textures and pre-made props you have/the buyer sent to you) I'd say around $40-60 depending on complexity, base edits involving custom-made clothing, props, etc. the person might want, how long it'll take, whether it's COMPLETELY from scratch or if you're re-using assets you've already made - can all affect the price.īase edits (i.e. How complex the design is, what extra props/toggles/etc. On the flipside, seen avatars going for $40 which are underpriced imo due to the amount of extra parts they come with as standard - I mostly look at furry stuff so I'm talking multiple body parts, different tails, ears, extra clothing, horn styles, not to mention the blend-shapes which can be used to add even more detail.įor a fully custom thing made on commission though - VERY dependant on a lot of things. For example - seen models going for $60 which are extremely overpriced because the only actual changes from one base to the next on the creators store are new textures and a slightly different head *coughGhostlycough*. On a store, around $40-60 depending on quality and what bits it comes with. Takes by far the most skill, time, and effort to do. You're making most if not all of the assets from scratch. This is the type of work that mix/matches almost anything and normally takes the 2nd most time/effort to do as you're needing to heavily edit almost everything to either just get the avatar functional or heavily edit things in order to match a certain style or character design.įrom Scratch. Easier than other types, but still takes skill and time to do.įrankenstein. Adding clothing made for that exact base, swapping out hair styles, adding accessories/props, and so on within Blender. This Id call most cases of assembling premade raw assets who don't need any real edits to be functional together. ![]() Still takes an amount of skill to do, but is one of if not the worst ways to make an avatar in my opinion. Some of the dirtiest ways you can make an avatar by crudely chopping up and stitching things together within Unity without any real care. What I call stuff that's purely done in Unity. There's also several names for these things as well.Ĭhop shop. It legit can take multiple days, solid work days, of effort to "properly" make a custom avatar. You also have optimization, animations, and more to deal with. Molding random clothing to a random body, redoing the weight painting, and bug fixing is only part of it. Might need some touch ups but in general it's drag and drop if the assets are made properly as the vast majority of the work is already done.īut if you're mix/matching assets from various sources or altering them, then amount of work needed to make that avatar can just jump up quite a lot depending on the level of detail. Taking a base model from Pandaa (a popular female skin) and putting on clothing made for it is rather easy. There's more effort put into some kitbash avatars than others.
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