Cartoonish Modular Houses and Character
Budget: €30 – €250 EUR
I’m expanding a light-hearted game world and need fresh assets to drop straight into the engine. The job breaks down into two parts.
First, a small library of modular house pieces in a cohesive cartoonish style. Walls, roofs, doors, windows, trims, and any other small props should snap together cleanly so I can kitbash multiple buildings without visible seams. Think playful proportions, bold shapes, and hand-painted charm rather than photoreal detail.
Second, a single playable character that matches the same visual language. Medium poly is plenty—clean edge loops, efficient topology, and room for future rigging but no animations required for now.
Deliverables
• Each house module as individual, game-ready meshes with UVs laid out and PBR or stylized textures included (FBX or OBJ preferred).
• One medium-poly character model, fully textured, in T-pose.
• Source files (Maya/Blender/etc.) so I can make small tweaks later.
Acceptance
Assets should import without errors, respect consistent scale (1 meter = 1 unit), and keep triangle counts reasonable for real-time use.
If you have questions about style references or engine specifics, let me know and I’ll send over mood boards and guidelines.
First, a small library of modular house pieces in a cohesive cartoonish style. Walls, roofs, doors, windows, trims, and any other small props should snap together cleanly so I can kitbash multiple buildings without visible seams. Think playful proportions, bold shapes, and hand-painted charm rather than photoreal detail.
Second, a single playable character that matches the same visual language. Medium poly is plenty—clean edge loops, efficient topology, and room for future rigging but no animations required for now.
Deliverables
• Each house module as individual, game-ready meshes with UVs laid out and PBR or stylized textures included (FBX or OBJ preferred).
• One medium-poly character model, fully textured, in T-pose.
• Source files (Maya/Blender/etc.) so I can make small tweaks later.
Acceptance
Assets should import without errors, respect consistent scale (1 meter = 1 unit), and keep triangle counts reasonable for real-time use.
If you have questions about style references or engine specifics, let me know and I’ll send over mood boards and guidelines.
Related categories:
Game Design
3D Rendering
Maya
3ds Max
3D Modelling
3D Animation
3D Design
Game Development