Realistic Orthodox Monk Character
Budget: $300 – $500 USD
I’m building a third-person Unreal Engine game and need a fully-rigged Orthodox monk that plugs straight into the default UE5.6 third-person skeleton. I’ll supply a high-resolution photo of the real monk whose facial likeness we must match, along with reference pictures for clothing, the gentle smile pose, and the exact way he holds his hands.
Art & rig requirements
• High-detail meshes and PBR textures for robe, sandals, beard and a Greek Orthodox prayer rope (komboskini) hanging from his wrist.
• Skin weights and joint naming identical to Epic’s Mannequin so he can use all stock animations without retargeting.
Custom animations to add on top of the default set
1. Kneel, raise hands and remain praying.
2. Kneel, recite a short prayer, then stand back up (I’ll provide the audio; just leave lip-sync and gesture timing space).
3. Stand upright, hands folded over the stomach, warm, kind smile
4. Tilt forward and place right arm on chest as a modest hello.
Please export the character as an Unreal-ready .uasset plus the working Maya/Blender file so I can re-import if needed. Let me know your typical polycount, texture sets, and any tool preferences before we begin so everything slots smoothly into my pipeline.
Art & rig requirements
• High-detail meshes and PBR textures for robe, sandals, beard and a Greek Orthodox prayer rope (komboskini) hanging from his wrist.
• Skin weights and joint naming identical to Epic’s Mannequin so he can use all stock animations without retargeting.
Custom animations to add on top of the default set
1. Kneel, raise hands and remain praying.
2. Kneel, recite a short prayer, then stand back up (I’ll provide the audio; just leave lip-sync and gesture timing space).
3. Stand upright, hands folded over the stomach, warm, kind smile
4. Tilt forward and place right arm on chest as a modest hello.
Please export the character as an Unreal-ready .uasset plus the working Maya/Blender file so I can re-import if needed. Let me know your typical polycount, texture sets, and any tool preferences before we begin so everything slots smoothly into my pipeline.
Related categories:
Game Design
3D Rendering
Animation
Maya
3D Modelling
3D Animation
Game Development
Unreal Engine
Blender
3D Rigging