VR Chat Commission Contact Info *Contact Type *- Select -DiscordEmailBlueSkyInstagramTumblrTikTokCommission Type *Please select the type of work which you're looking to commission. Please note that for full avatar commissions this is for the avatar only. Any additional assets, clothing, etc. will need to be commissioned as a separate avatar modification commission.🟢 TIER 1 — Avatar Modification ($60 - $80) USD🟡 TIER 2 — Advanced Avatar Modification ($120 - $180) USD🔴 TIER 3 — Avatar Build / Major Overhaul ($300 - $600) USDTier OneChoose ONE of the followingAttach Assets To AvatarFit Pre-Made Clothing (Already Rigged)Add Gestures/EmotesAdd Contacts (Boop, Headpat, Etc)Retexture (avatar or single item)Simple AnimationAttach assets to avatar Import and correctly parent props or accessories Weight paint if needed (light touch) Ensure transforms, scale, and orientation are correct Verify no clipping in basic poses Why Tier 1:No topology changes, minimal risk, predictable time.Fit pre-made clothing (already rigged) Adjust mesh to fit avatar proportions Minor sculpting for clipping Weight transfer cleanup Test basic animations Why Tier 1:I'm adapting, not rebuilding.Add gestures / emotes Create or hook up gesture animations Configure expression menu parameters Ensure compatibility with existing setups Why Tier 1:Confined to animation + Unity config.Add contacts (boop, headpat, etc.) Create contact receivers/senders Position and tune interactions Test reliability in VRChat Why Tier 1:Small systems, easy rollback.Retexture (avatar OR single item) Repaint or recolor existing textures Maintain UVs and material structure Export Unity-ready maps Why Tier 1:Pure surface-level work.Simple Unity or Blender animation One-off animations (props, toggles, emotes) No complex state machines No physics-driven motion Why Tier 1:Low interaction complexity.Tier TwoChoose ONE of the followingSculpting to fix fit or clippingRetopologyHigh → low poly bakeTexture baking & material consolidationShader replacement / flatteningPhysBones setup beyond “drop-in”PC ↔ Quest optimizationSubstance Painter texture authoringSculpting (fit fixes, detail work) Correct intersections or anatomy Add or refine detail Preserve deformation quality Why Tier 2:Changes affect deformation and downstream work.Retopology Create clean, animation-friendly topology Optimize edge flow Maintain silhouette and volume Why Tier 2:Foundational mesh work — mistakes are expensive.High → low poly bake Prepare high and low meshes Bake normals, AO, roughness, etc. Fix artifacts and seams Why Tier 2:Requires experience to avoid visual errors.Texture baking & material consolidation Flatten complex shader graphs Bake multiple materials into PBR maps Reduce draw calls and texture count Why Tier 2:Pipeline-heavy and easy to break if done wrong.Shader replacement / flattening Replace non-exportable or heavy shaders Rebuild look using Unity-compatible materials Preserve visual intent Why Tier 2:I'm reverse-engineering someone else’s work.PhysBones setup (non-trivial) Configure bone chains and limits Tune performance Ensure expression compatibility Why Tier 2:Physics bugs are subtle and frustrating.PC ↔ Quest optimization Create Quest-safe materials Reduce texture memory Remove unsupported features cleanly Why Tier 2:Hard constraints + high client expectations.Substance Painter texture authoring Author full PBR texture sets Layered, non-destructive workflow Export engine-ready maps Why Tier 2:Professional-grade asset creation.Tier ThreeChoose ONE of the followingSculpting + retopoRiggingShape keys / facial setupSubstance Painter texturesShader setup (Poiyomi, AudioLink, matcaps)Particle SystemsUnity configurationPerformance passSculpting + retopo Build or heavily modify base mesh Optimize for animation and performance Why Tier 3:Topology determines animation quality, performance, and editability. Mistakes here are costly to fix later, and good retopology requires experience with deformation, edge flow, and engine constraints. Rigging Create or fix armature Weight paint for clean deformation Test full pose range Why Tier 3: Rigging is foundational to all movement and interaction. A bad rig causes animation artifacts, physics issues, and broken expressions. This step requires a holistic understanding of anatomy, deformation, and Unity/VRChat expectations.Shape keys / facial setup Create phonemes and expressions Blend shape optimization Ensure compatibility with gestures and tracking Why Tier 3: Blend shapes must interact cleanly with each other, the rig, and expressions. Poorly made shape keys can cause mesh collapse, clipping, or broken tracking. This work affects both visual quality and user experience.High-quality texture creation (Substance Painter) High-quality PBR textures Style consistency Performance-aware resolution choices Why Tier 3:Authoring textures from scratch defines the avatar’s final look. This involves material theory, UV awareness, and performance budgeting. Texture decisions here impact memory usage, draw calls, and platform compatibility.Shader setup Poiyomi configuration Matcaps, AudioLink, presets Clean parameter layout Why Tier 3:Shader configuration controls visual behavior, interactivity, and performance. Advanced setups must balance aesthetics with platform limits and future maintainability, especially for Quest compatibility.Particle systems Author effects Tune performance Ensure toggle compatibility Why Tier 3: Particles interact with shaders, animation states, and performance budgets. Improper setups can tank framerate or break expression menus. Designing them well requires testing and iteration.Unity configuration (end-to-end) Expression menus Parameters Animator controllers Upload testing Why Tier 3:This includes animator controllers, expression menus, parameters, constraints, and testing. Errors here can render an avatar unusable. Tier 3 assumes full responsibility for system integration and correctness.Performance pass (PC and/or Quest) Draw call reduction Texture compression Bone and PhysBone budgets Quest compliance if applicable Why Tier 3:Performance optimization requires tradeoff decisions across mesh density, textures, shaders, bones, and physics. This work determines whether an avatar is viable long-term and across platforms.Optional Addon-OnsLimit one per commissionQuest version: +$100Face tracking: +$75MMD compatibility: +$50TotalTotal (estimated) price. This may change based on further discussion via contact information providedCommission Terms & Conditions I work a full time job and am not a full time artist. All time estimates are based on a schedule of 10 hours per week. All commissions or requested work no matter how big or small must use this form (no exceptions), however some details of the commission will take place via email or over discord If work takes longer than planned due to changes in scope or other reasons on a case by case basis; I will evaluate how much time it will take to finish planned work. If substantially more time is needed the commission may be split up and at that point either the job will be cycled to the end of the current wait list or if requested, the files will be delivered to the client. Initial planning isn't counted towards the time estimate. However, voice calls discussing work details and changes past the initial planning phase are considered billable work and count towards work done for the week. For example, if we spend 2 hours in voice call discussing work to be done, only 8 hours of development work will be done that week. Changes to work being done which result in a change to the timeline are not permitted once work begins, if you wish to make changes to the work being done i.e. changing which assets are being added or which features are being added, the commission must be cancelled and a new commission created which will be added at the end of the waitlist. All assets must be obtained by the client ahead of work. This includes VRChat models, and any assets you want to add to said model. I can purchase these things for you, however I will require the money to do so up front before any work begins. If you wish for me to purchase the assets for you, please include any links to assets in the notes section of this form I only do SFW work. Any work relating to adding genitalia or NSFW functionality to VRChat models will need to be done by someone else (no exceptions) If you cannot conduct communication with me in a professional manner, I can and will cancel your commission at any time and offer you a partial or full refund (based on work done). I have read to the bottom of the terms and conditions and I agreeNotesList out any additional links, descriptions, or other things you'd like me to know hereSubmit