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THIS PAGE IS UNDER CONSTRUCTION

Some of the text, pictures and videos are WIPs and/or placeholders.

Status: open
Waiting list: open

Live2D Commissions

I make high motion range Live2D models for VTuber use. On this page you will find an overview of my pricing and specific examples meant to show you what kind of quality and features you can expect your VTuber model to have if you decide to commission me. You can also find terms and conditions, info on the rights, and the overall process from request to end product.

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The quality for tracking in the end is very dependent on your tracking software, camera, lighting, and how easy your eyes, eyelids, eyebrows, etc are to spot. That's something the rig won't fix for you. To avoid being disappointed later, I recommend you take a look at tracking software with some test models before ordering a model.

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That said, I strive to make expressive and responsive models even for non-iPhone tracking.

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If what I have to offer is what you crave for your model, then I look forward to hearing from you in the future.

Live2D
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A half body is drawn until the hips, and is meant to be used slightly above the hips. It does not include hands, unless you requested add-ons that require them. Note that for most purposes you don't need more than a half body rig.

Art + Rig includes character design if you don't have one.

More in detail explanation with examples below.

Features Explained

The features are a bit hard to grasp from writing, but pretty straightforward from video examples, so below you can find out what everything means and what things might look like. This will also help you in choosing what sort of extra features you may want your model to have. Use full-screen mode for a better view of the examples.

Face Angle XYZ

The models I make have a higher than usual motion range. You can count on getting sideways motion (x-direction) of roughly 45 degrees to both sides. Moving your head more than this will cause most tracking softwares to loose track of you (some even earlier), so I don't normally rig more than this.

For the y-direction I rig a normal comfortable up and down looking head motion. Some of the line work will be faded where appropriate.

The z-direction is for sideways rotation of the head. I rig roughly 25 degrees in both directions, which is the comfortable rotation limit for people. Where appropriate, things will be tilted to account for gravity.

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Body XYZ

Body tracking isn't really a thing for 2D models, but the body can be rigged to move with the head. How, and to what extent it moves along can also be configured separately. The body moves much less than the head, but still adds a lot of liveliness to the model.

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Body X turns the body sideways when the head moves sideways.

Body Y can be configured in different ways. I normally make the body tilt a bit forward or backward, but for some models it's nicer to move the entire model up and down (usually on full body models, where you then rig bending through knees or standing on toes)

Body Z gives a rotation around the hips or the waist of roughly 10 degrees in both directions. You can either link that to the rotation of the head in Z, or you can link it to the position of the head on the camera. The latter is usually nicer, since the head and body will then rotate independently, but you can configure this yourself later and see what you prefer.

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For full-body model, It can be nice to include some leg movement as well. It depends a bit on the model what fits well in this case; we can discuss what you'd like.

Breathing & Physics

Breathing is a slight bit of up and down motion combined with some expansion of the chest and such to emulate breathing.

Physics refers to everything that makes things on the model sway and bounce (hair, clothing, eye lashes, etc). Can also be used to make things glimmer and twinkle.

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I personally prefer subdued Physics and Breathing because it looks more realistic, but you can get things to look more over the top and energetic if that's more to your liking.

Eye movement

Naturally, every model comes with eyes rigged for tracking. The eyes will be able to move up and down, and so will the eye lids.

The irises are deformed with Face XY motion to have more depth, and to follow the spherical shape of the eye. The eyelids and lashes change shape when you smile more, and also respond to eye location.

I also include a buffer to make eye jitter a bit less bad.

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I have omitted it in this model, but if you like you can get eye physics that give the lashes a mild bounce, the highlights some motion and the iris some pupil focus effect when you blink.

Eyebrow movement

There is already plenty of expression variation possible with just tracking.

The standard eyebrow will be able to move up and down, be angled up and down, and have a more surprised mode and a more frowned mode. The combination of these deformations is used to display many in-between shapes, which will normally be recognised by tracking automatically.

The eye frame changes shape depending on how the eyebrows move.

Mouth movement

Tracking software tracks how wide you stretch your mouth, and how far you open it. It doesn't understand what mouth shape you make, but if you add enough of the right mouth shape keys in the rig, you can emulate proper speech to some extent (a,e,u,i,o support).

To make things more realistic, the jaw is rigged to move along with the opened mouth shapes, and the inner mouth parts are deformed along with the XY motion of the face for a more 3D feel.

MouthX

A newer tracked parameter with limited support.

Requires a tracker and tracking software that supports it (an iPhone/iPad with FaceID and VTube Studio).

Not included with a rig by default, but can be added.

Tracks the sideways position of the mouth.

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Responds best when the mouth is closed, but even just that adds a lot of expressiveness to a model.
Nose and jaw are rigged to move along a bit.

Tongue Out

A newer tracked parameter with limited support.

Requires a tracker and tracking software that supports it (an iPhone/iPad with FaceID and VTube Studio, or Webcam with Prprlive).

Not included with a rig by default, but can be added.

Tracks if the tongue is in or outside of the mouth.

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​*I do not yet have any examples to show, as the feature came out after completion of the current example model

Expression Types

Just default tracking already allows for a range of facial expressions, but a bit more flavour is nice.

There are several different ways to get extra expressions for your model, and they are typically triggered with hotkeys. By default, 5 expression overlays are included. Although expression overlays are simple, they do not override tracking and are quite flexible in use. If you pilot your model well, this is likely all you need.

When you want even more variation in your model, or when tracking is exceptionally bad for you, it can be interesting to request advanced Expressions. By making extra sets of eyebrows, mouth shapes, and possibly other features, you can make far more varied expressions without overriding tracking.

Alternatively, you can request Expression Animations. When you trigger an expression animation, a set animation sequence plays out. If any tracked parameters (for example, head motion, eye motion, eyebrow motion or mouth motion) need to be included for this animation, it will override their tracking. Animations can be fine-tuned to look much nicer than anything tracking can accomplish for you, but since it overrides tracking it can end up looking rather weird as well, so there is a trade-off.

Expression Overlays

Simple colour overlays or small changes to eyes to give your character a different vibe. Though simple, these overlays can be very effective and can sometimes be used together. Since these don't override tracking, usage is seamless.

Keeping it simple also gives flexibility; a blush overlay could be used for an embarrassed look, a tsundere vibe, or an in-love kind of look. The faces you make in tracking will determine the overall vibe, even for the same overlay.

Expression (advanced)

By switching out entire keyframe sets, you can get a much wider range of trackable expressions. For example, you could create different mouth shapes that fit better with an angry character, while also making different eyebrow shapes that all work a bit better with that, and change the shape and/or colour of the eyes to overstate things even more, and maybe add a colour overlay or an anger mark to really lay things on thick, etc...

Since I essentially have to re-rig all the facial features for this, this can take a lot of extra time to make.

Expression Animation

A short motion sequence plays out that overrides tracking (if tracked parameters are included in the animation). They look can be stunning, but they are also much less versatile. When animations are done right, the motion will likely look much nicer then whatever tracking could ever give you, but the transition from no tracking back to tracking can look very awkward, and the difference in fluidity can also be dissonant.

Toggles

The term toggles refers to things you can turn on and off for the model. Maybe you want some demonic horns to appear with a hotkey, or perhaps switch outfits. You might want a set of arms to move a mouse and press button on a keyboard while gaming, or turn on a mascot character... all sorts of things.

If it's something very simple I can include it by default, but if these require a lot of extra rigging time, I may need to charge you (feel free to discuss this with me).

Toggleable clothing/props

Sometimes you want to be able to switch between outfits and accessories, or perhaps you want to be able to put a hood up.

Toggleable body parts

Mostly for extra sets of arms, but also for complex horns or wings and the like.

Animations

Sometimes you may want a special motion sequence to play out. Perhaps you want to do a little dance, or twirl a weapon. Maybe you want a nice moving magic effect, or drink something. Perhaps you want a nice special tail animation, or maybe you want to pet a mascot character.

If it's not tracked or physics but needs to move, it's probably an animation.

What I will rig/draw

The way I rig requires some tricks on the art-side of things. If I draw the art, I can add whatever is needed, but for rig-only commissions I either need the original artist to make those changes, or I need permission to make them.

If you want a rig-only commission, the art style can sometimes be too incompatible with me to rig it well, in which case I will have to decline your offer. The very best case scenario is the one where I get to discuss things with the artist beforehand/during the drawing process. If your artist is also willing and able, I would love to be in contact with them.

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If you want to a rig-only commission of art that has not been made for Live2D (i.e. uncut artwork), I can prepare the artwork for you. However, since this takes a very long time to do, I would need compensation for my time. Furthermore, since preparing the artwork takes a lot of painting in hidden parts, some art styles may not be prepare-able for me, in which case I would need to decline the offer.

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Will draw/rig

  • Your Original Characters (based on descriptions and/or pictures)

  • A new character designed by me (based on thorough discussion to figure out what you like)

  • A character based on you (from descriptions and/or pictures)

  • Any gender is fine; male, female and anything in-between or outside of that is no issue

  • Animal or demonic elements such as ears, tails and horns are no issue, but furry and fully animalistic or monstrous characters are more of a case-by-case possibility

  • I will draw or rig models with higher amounts of details and shading (if the file is prepared correctly)

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Won't draw/rig

  • For copyright reasons, I will not make you a model based on fanart.

  • I will not draw or rig any lewd art.

  • Anything that makes me uncomfortable

 

Feel free to ask me anything if you're unsure about something.

What you get: final product and rights

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  • You get all the files required to pilot the model. You will not receive the source files to edit the model, unless agreed upon otherwise

  • You get a license for commercial use as a virtual personality (vtuber) in live streams and videos

  • If your commission includes character design by me (Rig + Art), you also get a license to make or commission other products based on the likeness of the character design.

  • These licenses are non-transferable. You are not allowed to sell or distribute the files without my explicit permission

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If you think you may require any other permissions, feel free to discuss it with me.

Process: from commission request to final product

Most of my available commission time is during Twitch streams. I occasionally rig off-stream, but most of the work will be on-stream. If you require your model to be a secret until debut, it can be discussed, but I am unlikely to have time for this.

If your commission includes art by me, I would prefer for you to be present as much as possible for the character design phase, since I can immediately get input from you. I feel that this way of working greatly increases the quality and efficiency of the work. Being present during the rigging process is much less vital.

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Payment can either be fully up-front, or split 50% up-front and 50% after completion but before file transfer. If you commission Art + Rig, the artwork phase and the rig phase can be paid for separately if you like.

For payment I will send you a PayPal invoice. Please note that refunds of digital art are not possible. However, if for whatever reason I think I cannot finish the artwork (for example long-term health issues), I will offer you a refund.

How to request

  • You can send me a private message on Discord, or here through the Contact Form. I would prefer discussing things on Discord, since you can also easily show me pictures for reference. Explain to me what you would like me to draw and/or rig, and if you have any references you can show me. If you can tell me something about the character that also helps (like personality etc), but you don't have to.

  • I will tell you if I can take your commission (I have the right to refuse), and I will tell you when I have time (and if there is a waiting list). If you want to request a Rig-only commission, be aware that I may not be able to make certain art styles work in a rig, and I may have to decline those offers.

  • I will assess what the commission would really cost (may be cheaper or more expensive than you thought, depending on the details), and sometimes I will give you advice on things I think might be nicer for what you want.

  • You decide if you want to really request the commission, or if maybe you'd rather not after all, or if you want to change your original idea (you discuss things with me until you're happy).

Workflow, payment and final product

Art:
  • We work out when I work on your commission: I stream all my artwork on Twitch. I would prefer it if you can be present while I make your commission, because I think it usually gives the best results. If you are present while I draw, I can ask for your opinion on things, and if I'm interpreting something wrong you can easily tell me.
    I can work on your drawing on whatever days suit you, but I may not always be able to change the time when I work on it. If you cannot be present, or don't want to be, I can also work on it without you, and send you the progress after each stream. Then you can comment on it and we can discuss how the artwork needs to develop.
     

  • I will usually do several rough sketches. At this point we can still make some changes and test things out. If you end up deciding you want something slightly different, the price can still change: maybe you want full-body instead of half-body, or you might want some extra things to be drawn in for animations for example (it will always be your decision, of course). In general, character design details can still be explored during this phase.

  • If you are happy with the idea of the sketch, we can officially move forward with completing the artwork: it will be difficult to make any big changes after this.

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  • I work on the artwork until it is done. Since I tend to have multiple projects, and every artwork is different, it can be difficult to tell you exactly how long it will take to complete.
    I also sometimes end up needing sudden extra breaks caused by my disabilities, which may cause minor delays.
    I anticipate the art itself to take roughly 75-95 hours to draw, but the time may be spread out over multiple weeks.

  • I will organise and export the file to a .psd format that Live2D can use. I can send you a .png image if you like. Feel free to display it on your socials. I will also upload the file to my social media for my portfolio, unless we have come to a different agreement beforehand.

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Rig:
  • If I made the rig art for you, we can start immediately. If you commissioned only rig work I need to first make adjustments to the file, or ask the original artist to make certain changes for me (which would be better to preserve the artist's style). Without a certain way of setting things up, making high range models will be very difficult, or even impossible. I will look over the files before you pay me so you will never be paying for "impossible".

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  • We work out when I work on your commission: I will stream most of my rigging work on Twitch. Your presence is not vital, but of course you are most welcome to join the stream during the rigging process. Since to some people being able to join the process is very exciting, I can adjust my schedule to you so you can join in as much as you like.

  • I will occasionally need your input and opinion. I can either ask you on stream, or in private conversations.

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  • I work on the rig until it is done. Since I tend to have multiple projects, and every rig is different, it can be difficult to tell you exactly how long it will take to complete.
    I also sometimes end up needing sudden extra breaks caused by my disabilities, which may cause minor delays.
    I anticipate the rig itself to take roughly 200-300 hours to complete, but the time may be spread out over multiple months.

  • I will test the rig in tracking software many times during the process. If you'd like to see the progress on occasion, we can arrange a Discord call or I can pilot the test model on stream for a bit.

  • I will export and organise all the files appropriate for the tracking software you have chosen. I can show you the final model in a tracking example over Discord or on stream, but do keep in mind that tracking differs greatly per person and tracking set-up. After payment is completed, I will send you all the files required to pilot the model.

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  • I can help you with the basic tracking set-up, but please do remember that getting it to work is your own responsibility. I strongly advise you test several tracking softwares out before you commission a model. Both to figure out which software I should make the model for, and to avoid being disappointed later.

Example work

Some tracking examples of models below. Sadly, for me eyelash tracking is especially terrible, so even in the rare moment where I do blink, it rarely gets tracked well. Other than that, due to my eye issues I stare a lot so I have really long periods where I look in one direction, so I apologise for the weirdness.

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