Fantasy Castle Environment Build
Budget: ₹12,500 – ₹37,500 INR
I’m putting together a fantasy game scene and need a skilled 3D environment artist to create a richly detailed setting built around castles and fortresses. The vibe should feel epic rather than cartoony—think towering keeps, weather-worn stone, dramatic silhouettes, and an atmosphere that instantly sells “ancient kingdom”.
Scope
• Model modular castle walls, towers, gates, bridges, and surrounding terrain so I can rearrange pieces easily in-engine.
• Sculpt high-poly detail, then deliver clean low-poly meshes with baked maps.
• Hand-craft PBR textures (albedo, normal, roughness, metallic, AO).
• Provide scene-building suggestions for lighting and mood to help me drop assets straight into Unreal Engine.
Technical details
• Preferred formats: FBX for geometry, PNG/TGA for textures, plus the working files (Maya/Blender/ZBrush/Substance) so I can iterate later.
• Keep texel density consistent and assets game-ready (LOD0 < 70k tris per large module).
• Organize the outliner and name everything clearly—no “pCube87” surprises.
Deliverables
1. Completed asset pack of modular castle and fortress pieces.
2. 1–2 hero props (gatehouse or throne room focal piece).
3. Demo scene showcasing the assets assembled, lit, and screenshots from key angles.
4. All source files and licenses confirming original work.
I’m happy to answer questions about lore, reference boards, or scale. If you love crafting grand medieval architecture and can make stone feel alive, I’d love to see your portfolio and timeline.
Scope
• Model modular castle walls, towers, gates, bridges, and surrounding terrain so I can rearrange pieces easily in-engine.
• Sculpt high-poly detail, then deliver clean low-poly meshes with baked maps.
• Hand-craft PBR textures (albedo, normal, roughness, metallic, AO).
• Provide scene-building suggestions for lighting and mood to help me drop assets straight into Unreal Engine.
Technical details
• Preferred formats: FBX for geometry, PNG/TGA for textures, plus the working files (Maya/Blender/ZBrush/Substance) so I can iterate later.
• Keep texel density consistent and assets game-ready (LOD0 < 70k tris per large module).
• Organize the outliner and name everything clearly—no “pCube87” surprises.
Deliverables
1. Completed asset pack of modular castle and fortress pieces.
2. 1–2 hero props (gatehouse or throne room focal piece).
3. Demo scene showcasing the assets assembled, lit, and screenshots from key angles.
4. All source files and licenses confirming original work.
I’m happy to answer questions about lore, reference boards, or scale. If you love crafting grand medieval architecture and can make stone feel alive, I’d love to see your portfolio and timeline.
Related categories:
Graphic Design
Game Design
3D Rendering
Maya
3D Modelling
3D Animation
3D Design
Blender
3D Layout