Modular Wolf Warrior Model
Budget: $150 – $450 USD
I want to add a wolf-warrior to my Unreal Engine 5 project that plugs straight into the Manny skeleton. The job is to sculpt, retopologize, skin-weight and texture a fully modular mesh so I can mix-and-match parts later. The character should read as a realistic anthropomorphic wolf clad in Victorian-era, steam-powered reinterpretations of medieval-fantasy plate. Think brass fittings, leather straps, subtle gear-work and smoked-steel plating—kept in dark, muted tones so it blends with a gloomy battlefield scene rather than jumping off the screen.
Because the mesh needs to be truly modular, please break it into these interchangeable sections: feet, legs, upper torso, arms, hands and head. Each section must line up perfectly with the Manny hierarchy; should work with the UE5 retargetting tool. Clean topology, correct joint orientation, and normalized UVs are essential so I can later create alternate skins and LODs without headaches.
Deliverables
• FBX (or native .uasset) with all body parts skinned to Manny
• 4K PBR texture sets for every part (BaseColor, Roughness, Metallic, Normal, AO)
• A demo level or simple map where I can test swapping sections in-engine
I’ll consider the work complete once the mesh drops into a fresh UE5 project, switches pieces on the Preview Scene Controller without misalignment, and animates flawlessly with the default Manny animations. If you already have a workflow in Blender, Maya or Z-Brush that keeps turn-around quick, let me know; I’m happy to adapt to whichever toolchain you prefer as long as the final asset behaves as described above.
Because the mesh needs to be truly modular, please break it into these interchangeable sections: feet, legs, upper torso, arms, hands and head. Each section must line up perfectly with the Manny hierarchy; should work with the UE5 retargetting tool. Clean topology, correct joint orientation, and normalized UVs are essential so I can later create alternate skins and LODs without headaches.
Deliverables
• FBX (or native .uasset) with all body parts skinned to Manny
• 4K PBR texture sets for every part (BaseColor, Roughness, Metallic, Normal, AO)
• A demo level or simple map where I can test swapping sections in-engine
I’ll consider the work complete once the mesh drops into a fresh UE5 project, switches pieces on the Preview Scene Controller without misalignment, and animates flawlessly with the default Manny animations. If you already have a workflow in Blender, Maya or Z-Brush that keeps turn-around quick, let me know; I’m happy to adapt to whichever toolchain you prefer as long as the final asset behaves as described above.
Related categories:
3D Rendering
Solidworks
3D Modelling
3D Animation
Game Development
Unreal Engine
Blender
3D Rigging
3D Visualization
3D Art