>>85287For avatars of this complexity, if you want to create something from scratch, you really need to learn how to use blender: how to optimize mesh geometry, then create textures from the unwrapped UVs, and optimize the the number of textures, and then learn how to create an armature, rigging and weightpainting, and lastly create blendshapes for facial expressions. That's the basic process more or less, and applies for both creating the avatar base as well as any clothing. Then you need to learn a little bit of Unity so that you can import your exported avatar base .fbx from blender, import your clothing .fbx's from blender, add a shader to those meshes and apply your exported textures to the meshes, and then combine the armatures for your base avatar with the clothing by placing the clothing bones under the corresponding parent root bone for the avatar armature (i.e. if you have a shirt, you would put the torso section of the shirt's chest bone beneath the chest bone of the avatar; this ensures that when the avatar moves, the bones are linked together so that when the avatar chest moves, the shirt chest moves with it.). Adding props, like something you might hold in your hand is basically the same process, but instead of having a bunch of bones, you just have a single component to place under the hand parent avatar bone. At this point, you would then select and apply a humanoid rig from the VRChat component to the avatar, select the eyes so that VRChat can apply its dynamic gaze (all you have to do is rig the eyes, and VRChat takes care of moving the eyes around based on the general direction you're looking at), and then select your mouth blendshapes to the corresponding mouth visemes, and set the eye viewpoint to just behind the eye location on your avatar's head. Then you login into your VRChat account through the VRChat Unity plugin, check if VRChat says there's anything wrong with your avatar, fix those issues and go through the automatic process of creating an avatar thumbnail, description, name for your avatar, and apply tags (NSFW, blood, etc.), set visibility of the avatar to public or private and then FINALLY, you can click Upload or Test and then your avatar will show up in VRChat!
If you want to be fancy, you can also set up things like clothing toggles, and gesture-based facial expressions, but that's a bit too complex to go into full detail. But, in brief, to create toggles you more or less create animations in Unity by toggling the clothing on, and then create a separate "animation" with the clothing off, create a Unity variable for the animation toggling on and then off using your "animations", and then use the VRChat component to toggle the clothing based on the built-in controller menu buttons VRChat component. Facial expression gestures you have to create a conditional flowchart in Unity based on hand position.
Naturally, because that's a very involved and long process Most people, however, simply buy a premade avatar from sites like booth.pm or gumroad; Eastern artists tend to use Booth.pm, and Western (typically furry and e-boy/e-girl avatars) tend to Gumroad. When you purchase and download an avatar like that (Like from the avatar from the OP
>>85279), they'll give you all of the files, set up gestures, and toggles, and then all you really have to do is add the VRChat component and go through the upload process. You can also buy third-party clothing and accessories, but there are automated tools for automatically adding the clothing to the avatar and they will create the animations, toggles, and VRChat menu button toggles for you. VRCFury is one such example.