VTuber Character Gear System (3D Modeling + Unity Toggle System)
Budget: $30 – $250 USD
I am creating a custom VTuber avatar that will run inside Unity for livestreaming. I already have a base character model, but I only have images for the gear items (helmets, armor, backpacks, and weapons). I need a 3D artist / Unity developer who can convert these images into 3D models and attach them properly to my character.
The final system should allow me to toggle different gear items on and off inside Unity.
What I Will Provide:
* Base character model (rigged)
* Reference images for gear items:
* Helmets
* Armor
* Backpacks
* Weapons
What I Need Done:
1. Convert the provided reference images into clean 3D models.
2. Attach each item to the correct bone on the character skeleton.
* Helmet → head bone
* Armor → chest/spine
* Backpack → back/spine
* Weapon → weapon mount or bone
3. Set up a modular system so multiple items can exist for each category (multiple helmets, armor types, backpacks, and weapons).
4. Create a clean hierarchy inside Unity so gear is organized properly.
Example structure:
Character
├ Helmets
├ Armor
├ Backpacks
└ Weapons
5. Create a simple script that allows gear items to be enabled or disabled.
6. Create a simple UI panel inside Unity where I can toggle gear items (checkboxes or buttons is fine).
7. The avatar must remain compatible with VTuber animation / face tracking.
Deliverables:
* Blender file with the character and gear attached correctly
* Exported FBX models
* Unity project or prefab with modular gear setup
* Script for enabling/disabling gear
* Simple Unity UI panel to toggle gear items
Goal:
The avatar will be used during livestreams. I want to be able to change helmets, armor, backpacks, or weapons easily. Later I may connect this system to streaming tools or automation.
Preferred Skills:
* Blender modeling
* Unity scripting
* Modular character systems
* VTuber avatar experience
Technical Requirement:
Please structure the Unity character as a prefab with organized gear categories so items can easily be toggled.
Example hierarchy:
Character
├ Head
│ └ Helmets
├ Body
│ └ Armor
├ Back
│ └ Backpacks
└ WeaponMount
└ Weapons
Each category should allow multiple items but only one active item at a time (for example one helmet equipped at a time).
The system should include a simple C# script that allows switching items, for example:
EquipHelmet(int id)
EquipArmor(int id)
EquipBackpack(int id)
EquipWeapon(int id)
A simple Unity UI panel with buttons or dropdowns to toggle equipment is required.
External Control Requirement:
The equipment system should expose public functions so gear can be changed from external tools later.
Example functions:
EquipHelmet(int id)
EquipArmor(int id)
EquipBackpack(int id)
EquipWeapon(int id)
These functions should be callable from other scripts so the system can later be connected to streaming automation tools (such as OBS or streaming interaction software).
The UI panel is only for testing; the core system should rely on scripts that can be triggered externally.
The final system should allow me to toggle different gear items on and off inside Unity.
What I Will Provide:
* Base character model (rigged)
* Reference images for gear items:
* Helmets
* Armor
* Backpacks
* Weapons
What I Need Done:
1. Convert the provided reference images into clean 3D models.
2. Attach each item to the correct bone on the character skeleton.
* Helmet → head bone
* Armor → chest/spine
* Backpack → back/spine
* Weapon → weapon mount or bone
3. Set up a modular system so multiple items can exist for each category (multiple helmets, armor types, backpacks, and weapons).
4. Create a clean hierarchy inside Unity so gear is organized properly.
Example structure:
Character
├ Helmets
├ Armor
├ Backpacks
└ Weapons
5. Create a simple script that allows gear items to be enabled or disabled.
6. Create a simple UI panel inside Unity where I can toggle gear items (checkboxes or buttons is fine).
7. The avatar must remain compatible with VTuber animation / face tracking.
Deliverables:
* Blender file with the character and gear attached correctly
* Exported FBX models
* Unity project or prefab with modular gear setup
* Script for enabling/disabling gear
* Simple Unity UI panel to toggle gear items
Goal:
The avatar will be used during livestreams. I want to be able to change helmets, armor, backpacks, or weapons easily. Later I may connect this system to streaming tools or automation.
Preferred Skills:
* Blender modeling
* Unity scripting
* Modular character systems
* VTuber avatar experience
Technical Requirement:
Please structure the Unity character as a prefab with organized gear categories so items can easily be toggled.
Example hierarchy:
Character
├ Head
│ └ Helmets
├ Body
│ └ Armor
├ Back
│ └ Backpacks
└ WeaponMount
└ Weapons
Each category should allow multiple items but only one active item at a time (for example one helmet equipped at a time).
The system should include a simple C# script that allows switching items, for example:
EquipHelmet(int id)
EquipArmor(int id)
EquipBackpack(int id)
EquipWeapon(int id)
A simple Unity UI panel with buttons or dropdowns to toggle equipment is required.
External Control Requirement:
The equipment system should expose public functions so gear can be changed from external tools later.
Example functions:
EquipHelmet(int id)
EquipArmor(int id)
EquipBackpack(int id)
EquipWeapon(int id)
These functions should be callable from other scripts so the system can later be connected to streaming automation tools (such as OBS or streaming interaction software).
The UI panel is only for testing; the core system should rely on scripts that can be triggered externally.
Related categories:
Mobile App Development
Game Design
C# Programming
3D Modelling
3D Animation
Unity 3D
3D Design
Game Development
Blender
Unity