Alien Farmland – 3D Artist
Budget: ₹12,500 – ₹37,500 INR
A fully realized game environment scene that reads as farmland on an alien planet. Include: unusual crops similar to paddy, a sturdy futuristic farmhouse, a landmark windmill, a perimeter fence, and a crashed futuristic spaceship. Arrange natural cover, clear sight-lines, and comfortable navigation paths suitable for shooter gameplay.
What you can use: Any DCC/workflow (Blender, Maya, Max, Houdini, Substance, etc.).
What I need: Final assets must be Unity-compatible.
Requirements (compatibility & performance)
Standard PBR (metal-rough) textures: Base/Albedo, Normal, Roughness, Metallic, AO (PNG/TGA).
Meshes in FBX (preferred) or OBJ; clean pivots, real-world scale (1 unit = 1 meter), Z-forward, Y-up.
Reasonable poly counts with LODs for larger meshes; instancing-friendly modular pieces (e.g., fence, crops).
Materials not engine-locked; use trim/atlas where sensible to keep draw calls low.
Lightmap-ready UV2 on static architecture (nice-to-have).
Looks good with standard PBR in common engines (URP/HDRP/Unreal)—no custom code required.
Deliverables
FBX + textures (and/or a simple Unity package if you use Unity).
Source files (e.g., .blend/.max, .sbs/.sbsar if used).
Prefabs or grouped FBX per set piece (Farmhouse, Windmill, Fields/Crops, Crash Site, Fence).
A short fly-through video or high-res screenshots showing the final look. (Optional)
To apply
Share 2–4 relevant environment examples (sci-fi or outdoor).
Confirm file formats you’ll deliver and your LOD/texture sizing approach.
Acceptance
Imports cleanly into Unity with correct materials and scale.
Aligns with our vison
Clear traversal and sight-lines; sensible performance setup (LODs/atlases/instancing-friendly).
What you can use: Any DCC/workflow (Blender, Maya, Max, Houdini, Substance, etc.).
What I need: Final assets must be Unity-compatible.
Requirements (compatibility & performance)
Standard PBR (metal-rough) textures: Base/Albedo, Normal, Roughness, Metallic, AO (PNG/TGA).
Meshes in FBX (preferred) or OBJ; clean pivots, real-world scale (1 unit = 1 meter), Z-forward, Y-up.
Reasonable poly counts with LODs for larger meshes; instancing-friendly modular pieces (e.g., fence, crops).
Materials not engine-locked; use trim/atlas where sensible to keep draw calls low.
Lightmap-ready UV2 on static architecture (nice-to-have).
Looks good with standard PBR in common engines (URP/HDRP/Unreal)—no custom code required.
Deliverables
FBX + textures (and/or a simple Unity package if you use Unity).
Source files (e.g., .blend/.max, .sbs/.sbsar if used).
Prefabs or grouped FBX per set piece (Farmhouse, Windmill, Fields/Crops, Crash Site, Fence).
A short fly-through video or high-res screenshots showing the final look. (Optional)
To apply
Share 2–4 relevant environment examples (sci-fi or outdoor).
Confirm file formats you’ll deliver and your LOD/texture sizing approach.
Acceptance
Imports cleanly into Unity with correct materials and scale.
Aligns with our vison
Clear traversal and sight-lines; sensible performance setup (LODs/atlases/instancing-friendly).