Comprehensive 3D Furniture and Lighting Asset Creation
Budget: €750 – €1,500 EUR
Full-stack 3D artist - furniture library (modeling + UV + materials)
I'm building a 3D library from a design furniture and lighting collection and need one artist to own the full pipeline: modeling, UV mapping, and parametric es. Substance materials.
Scope
~85 unique base models (sideboards, chairs, tables, lamps, mirrors, panels, sculptural columns). The catalog lists more SKUs, but many share the same geometry and differ only in finish. You model once; finishes are driven by the material. The right person builds assets so that generating N variants stays cheap.
Per model
Mid-poly, render-ready, clean topology, decimatable for real-time without redoing UVs. Silhouette-defining detail - through-holes, 3D reliefs, organic forms - lives in geometry, not in the normal map. Surface micro-detail goes to normal.
Non-overlapping UVs, uniform texel density across the whole library, layout built for reusable parametric materials. This is non-negotiable: materials must transfer across models.
Materials (core of the job)
Parametric, reusable materials - not one-off static textures. Full PBR set (base color, roughness, metallic, normal, AO). Target: a finish library - light/dark woods, stone, bouclé, metals, ceramics - applied in a controlled way across shared geometry.
Your proposal
Not a per-SKU price. I want it structured as: cost per base model, cost per parametric material set, marginal cost per finish variant on existing geometry. Understanding that distinction tells me you're the right fit.
Portfolio: at least one furniture asset shown both rendered and in a decimated real-time version, and one parametric es. Substance material (with exposed parameters is a plus)
I'm building a 3D library from a design furniture and lighting collection and need one artist to own the full pipeline: modeling, UV mapping, and parametric es. Substance materials.
Scope
~85 unique base models (sideboards, chairs, tables, lamps, mirrors, panels, sculptural columns). The catalog lists more SKUs, but many share the same geometry and differ only in finish. You model once; finishes are driven by the material. The right person builds assets so that generating N variants stays cheap.
Per model
Mid-poly, render-ready, clean topology, decimatable for real-time without redoing UVs. Silhouette-defining detail - through-holes, 3D reliefs, organic forms - lives in geometry, not in the normal map. Surface micro-detail goes to normal.
Non-overlapping UVs, uniform texel density across the whole library, layout built for reusable parametric materials. This is non-negotiable: materials must transfer across models.
Materials (core of the job)
Parametric, reusable materials - not one-off static textures. Full PBR set (base color, roughness, metallic, normal, AO). Target: a finish library - light/dark woods, stone, bouclé, metals, ceramics - applied in a controlled way across shared geometry.
Your proposal
Not a per-SKU price. I want it structured as: cost per base model, cost per parametric material set, marginal cost per finish variant on existing geometry. Understanding that distinction tells me you're the right fit.
Portfolio: at least one furniture asset shown both rendered and in a decimated real-time version, and one parametric es. Substance material (with exposed parameters is a plus)