This is a raw PSD + PNG asset pack, fully organized and ready for the Live2D rigging process. The standard canvas size is 768 × 768 px, consisting of a total of 23 layers neatly split into 12 folders (Parts).
Need a custom model or want a ready-to-go setup without dealing with the hassle of rigging?
We at Kevsoft also provide professional services for:
- 🖌️ VTuber / Live2D Character Design & Illustration (Layer-cut / rig-ready)
- ⚙️ Live2D Rigging Services (Smooth physics, custom expressions, up to full-body rigging)
📩 Reach out via Telegram: t.me/kevsoft_dev for consultations, orders, or commission info!
| File / Folder | Function |
|---|---|
model_live2d.psd |
Main PSD file ready to be imported directly into Live2D Cubism. All layer/folder names are clean, Normal 100% blend mode, consisting of 12 Parts & 23 layers. |
layers/NN_Part_xxx/NN_Nama.png |
Individual PNG layers with full canvas size (positions already aligned, just stack them). The numbers at the front indicate the layer order (01 = front-most). |
layers.json |
Layer data notes (new name, original name, folder, order, bounding box position, and dimensions). |
preview.png |
Composite image of all layers combined with a transparent background. |
- Open Cubism Editor, select
File → Open, then loadmodel_live2d.psd. The layers will automatically convert into ArtMeshes and folders into Parts. - Set up Clipping Masks for the eyes so the irises don't bleed outside the whites of the eyes:
Iris_L→ clipped toEyeWhite_LIris_R→ clipped toEyeWhite_R
- Generate Auto Meshes, then start the rigging process per Part. Here is a guide to standard parameters you can use:
| Part / Section | Common Parameters |
|---|---|
Part_HairFront, Part_Face, Part_EarsAccessory, Part_Brows |
ParamAngleX, ParamAngleY, ParamAngleZ (follows head movement) |
Part_Brows |
ParamBrowLY, ParamBrowRY |
Part_EyeL, Part_EyeR |
ParamEyeLOpen, ParamEyeROpen (eyelashes & eye whites), ParamEyeBallX, ParamEyeBallY (iris) |
Part_Mouth |
ParamMouthOpenY, ParamMouthForm |
Part_Body, Part_Arms, Part_Legs |
ParamBodyAngleX, ParamBodyAngleY, ParamBodyAngleZ, ParamBreath |
Part_HairFront, Part_HairBack |
Physics setup (ParamHairFront, ParamHairSide, ParamHairBack) |
Hair_Front → Eyebrow_L/R → Eyelash / Iris / EyeWhite (Left, then Right) → Mouth → Nose → Face → Headwear, Ear_L/R → Topwear, Bottomwear, Neck → Shoes, Legs → Arm_L/R → Hair_Back
Side Convention Note:
The_Ltag refers to the character's left side (appearing on the right side of your screen). Conversely,_Rrefers to the character's right side (appearing on the left side of your screen). If tracking looks reversed during testing, just swap theParamEyeLOpen↔ParamEyeROpenparameters.
- Removed Layer Masks: Native masks from the original file were stripped out because they caused double-alpha issues that made edges look faded.
- Fixed Layer Hierarchy: Eyelashes were moved above the iris and eye whites, and eyebrows were moved above the face (still below the bangs) to suit proper rigging workflows.
- Standardized Naming: Layer names were converted to clean, unique ASCII formats to prevent errors during import:
front hair→Hair_Frontirides-l→Iris_Lhandwear-l→Arm_Lfootwear→Shoes
- Pixel Integrity: Every layer's pixels are guaranteed 100% identical to the original assets with no cropping or image alterations.
- Low Resolution: Component sizes are relatively small (Face: 68×61 px, Mouth: 8×5 px, Nose: 8×7 px, Iris: 12×9 px). It's still fully riggable, but there's a risk of blurriness when zooming in. It is recommended to 4× upscale (using Real-ESRGAN / waifu2x) and adjust the PSD canvas size before starting your rigging.
- Expression Variations: No spare layers are included for wide-open mouths, closed eyes, or other shape variants. Open/close motions will need to be handled via warping/deforming or drawing extra layers manually.
- Elements Hidden by Bangs: Eyebrows and
Headwearare covered by the bangs in the original illustration. The layers are still there and can be rigged, but they'll only become visible if the bangs move or are toggled transparent. - File Verification: The PSD structure has been verified both mathematically and programmatically. If you run into any issues loading it into Cubism Editor, hit up our tech team on Telegram.
Developed & Processed by Kevsoft
Providing Professional Character Design & Live2D Rigging Services
📩 Contact: t.me/kevsoft_dev

