AI-Inspired 3D Outdoor Gaming Environment
Budget: $80 – $160 CAD
I need ALOT of AI-Inspired 3D Outdoor Gaming Environments ASAP! (DEADLINE FOR ALL PROJECTS IS BETWEEN 5 - 9 DAYS!)
We have a TON of work for the right people ASAP!!
IP Terms
• All intellectual property rights to any materials (files, images, drawings, etc. regardless of format) uploaded by the Designer to Wildcat area shall remain the property of the Designer, except for third party intellectual property rights (if any) included in the Assignment.
1. Scenes should be created based on the reference images generated by AI.
2. Do not include any real-world company logos or brand names. Feel free to AI tools to generate logos.
3. If there are some illogical elements, they could be recreated according to your preference.
4. Text in 3d models should be logical and in English. AI struggles to generate text so make sure to correct mistakes or change text to your preference.
We need you to create one unique 3D outdoor gaming environment. This must be an artist-created scene with a plausible, natural layout and feature—do not use scans, procedural generation, or let a single object dominate the scene. The scene should be interesting for gaming and ready for a top-down view. Crucially, do not reuse geometry from any other scenes, keeping this creation entirely unique.
Deliverables
Model file format
Blender file (.blend) with packed textures inside blend file
.fbx (binary) - Export only a single object (building, environment prop, or something else) in FBX format to reduce automation processing time.
Texture file format
.png
Submittable files
.zip archive, flat structure
Scene general requirements
Blender version
4.5.2 or later
Render engine
Eevee
Scene
Example
LINK
Please note that this model is provided strictly for reference purposes only. You are not allowed to copy, reuse, or recreate any part of this model’s content in your work.
Units
Metric, 1 Blender unit = 1 m
Position
Centered at the origin
Scale
Real world scale
Render settings
Enable Raytracing
Use render settings to enhance the scene’s atmosphere by adding fog, haze, or similar environmental effects. These elements should help create a sense of depth, realism, and mood, making the environment feel more immersive and visually engaging.
Camera
The scene must include a camera and a spline path for it to follow. The camera’s movement should be animated along this spline, traveling through areas that represent walkable zones — places where players could naturally move within the environment. Camera should be placed at 180cm height from the ground.
Branded content
Branded content is not allowed in scene, only items with COO license are allowed
Scene composition
• The scene should represent a complete environment that includes all necessary elements — such as terrain, background, and surrounding context — to give a sense of depth, realism, and spatial completeness. It should feel like a cohesive world, not just a partial or cutaway view.
• Realistic object placement
• Proper scale relationships
• No floating objects
• Appropriate object density
• Logical furniture/prop arrangements
Scene organization
All assets should be placed in Blender collections:
• Buildings
• Streets
• Roads
• Terrain
• Vegetation
• Vehicles
• Props
• Characters
• Cameras
• Lighting
If some other categories are needed, then use short and Descriptive naming
Do not include empty collections
Scene optimization
Use instancing for repeating assets (buildings, streetlights, trees)
Scene lighting
Option 1
Main lighting: One Sun lamp (directional) for daylight
Ambient Light: Environment HDRI
Option 2
Main lighting: Environment HDRI
Additional lighting
• Point
• Spot
• Area
3D Asset general requirements
Scale
Objects should represent accurate real-world proportions
Keyframes
No keyframes
3D Asset geometry
Optimization
Clean topology with as few polygons as possible while preserving shape
Avoid excessive edge loops and unnecessary subdivisions
Polygon density should be consistent and proportional to asset size/detail
Topology
Use quads where possible; triangles only where necessary
Avoid long thin triangles and stretched polygons
No n-gons
No non-manifold geometry
No duplicate faces
No stray vertices
Mesh Structure
Single mesh object
Normals must face outward; no inverted geometry
No overlapping geometry
Smoothing & Normals
At least one smoothing group
Correct smoothing groups should be applied
Hard edges only where needed to define shape (where angle between faces is close to 90°)
No shading artifacts visible
Transforms
Should be reset
3D Asset pivot points
Ground-Mounted Assets
The pivot must be placed at the center of the lowest contact point with the ground.
Wall-Mounted Assets
The pivot must be positioned at the mounting surface contact point where the object touches the wall.
3D Asset UV
UV mapping
Model UV unwrapped
Similar UV islands could overlap
UV channels
UV seams
UV seams in less visible areas
UV padding
512 × 512 : 2 – 4 px
1024 × 1024 : 4 – 8 px
2048 × 2048 : 8 – 16 px
4096 × 4096 : 16 – 32 px
3D Asset materials
As less materials as possible
Each material should have separate texture set (amount of materials = amount of texture sets)
Transparent parts should have separate materials
3D Asset textures
Workflow
PBR Metal/Rough workflow
Tileable textures
Tileable textures are allowed, especially for terrain
Required textures:
BaseColor (sRGB)
Roughness (Linear)
Metallic (Linear)
Normal OpenGL (RGB)
AO (Linear)
Optional textures:
Opacity (Linear)
Emissive (sRGB)
Resolution:
Max 4096 x 4096 px
Use the smallest possible texture resolution that still maintains sufficient quality
Square textures only
Dimensions must be a power of two
UDIMs
Not supported
Scene & 3D Asset naming
Scene file
{UID}.blend
{UID}.fbx
Geometry
SM_{Asset Name}_XX, XX - index, 01, 02, ..., 21, etc.
{Asset Name} - short and descriptive name of the asset (Building, RoadSign, Car, etc.). First letter of each word should be capital
XX - index, 01, 02, ..., 21, etc.
Materials
MI_{Material}_{XX}
{Material} - Descriptive material name (plastic, Tree_01, Glass, Building_01, Building_02, etc.). First letter of each word should be capital
XX - index, 01, 02, ..., 21, etc.
Textures
T_{Material Name}_{Texture Type}.png
{Material Name} - Material name without MI_ prefix, but with index suffix
{Texture Type} - BaseColor, Roughness, Metallic, Normal_OGL, AO, Opacity, Emissive
Other
Only ASCII characters allowed
We have a TON of work for the right people ASAP!!
IP Terms
• All intellectual property rights to any materials (files, images, drawings, etc. regardless of format) uploaded by the Designer to Wildcat area shall remain the property of the Designer, except for third party intellectual property rights (if any) included in the Assignment.
1. Scenes should be created based on the reference images generated by AI.
2. Do not include any real-world company logos or brand names. Feel free to AI tools to generate logos.
3. If there are some illogical elements, they could be recreated according to your preference.
4. Text in 3d models should be logical and in English. AI struggles to generate text so make sure to correct mistakes or change text to your preference.
We need you to create one unique 3D outdoor gaming environment. This must be an artist-created scene with a plausible, natural layout and feature—do not use scans, procedural generation, or let a single object dominate the scene. The scene should be interesting for gaming and ready for a top-down view. Crucially, do not reuse geometry from any other scenes, keeping this creation entirely unique.
Deliverables
Model file format
Blender file (.blend) with packed textures inside blend file
.fbx (binary) - Export only a single object (building, environment prop, or something else) in FBX format to reduce automation processing time.
Texture file format
.png
Submittable files
.zip archive, flat structure
Scene general requirements
Blender version
4.5.2 or later
Render engine
Eevee
Scene
Example
LINK
Please note that this model is provided strictly for reference purposes only. You are not allowed to copy, reuse, or recreate any part of this model’s content in your work.
Units
Metric, 1 Blender unit = 1 m
Position
Centered at the origin
Scale
Real world scale
Render settings
Enable Raytracing
Use render settings to enhance the scene’s atmosphere by adding fog, haze, or similar environmental effects. These elements should help create a sense of depth, realism, and mood, making the environment feel more immersive and visually engaging.
Camera
The scene must include a camera and a spline path for it to follow. The camera’s movement should be animated along this spline, traveling through areas that represent walkable zones — places where players could naturally move within the environment. Camera should be placed at 180cm height from the ground.
Branded content
Branded content is not allowed in scene, only items with COO license are allowed
Scene composition
• The scene should represent a complete environment that includes all necessary elements — such as terrain, background, and surrounding context — to give a sense of depth, realism, and spatial completeness. It should feel like a cohesive world, not just a partial or cutaway view.
• Realistic object placement
• Proper scale relationships
• No floating objects
• Appropriate object density
• Logical furniture/prop arrangements
Scene organization
All assets should be placed in Blender collections:
• Buildings
• Streets
• Roads
• Terrain
• Vegetation
• Vehicles
• Props
• Characters
• Cameras
• Lighting
If some other categories are needed, then use short and Descriptive naming
Do not include empty collections
Scene optimization
Use instancing for repeating assets (buildings, streetlights, trees)
Scene lighting
Option 1
Main lighting: One Sun lamp (directional) for daylight
Ambient Light: Environment HDRI
Option 2
Main lighting: Environment HDRI
Additional lighting
• Point
• Spot
• Area
3D Asset general requirements
Scale
Objects should represent accurate real-world proportions
Keyframes
No keyframes
3D Asset geometry
Optimization
Clean topology with as few polygons as possible while preserving shape
Avoid excessive edge loops and unnecessary subdivisions
Polygon density should be consistent and proportional to asset size/detail
Topology
Use quads where possible; triangles only where necessary
Avoid long thin triangles and stretched polygons
No n-gons
No non-manifold geometry
No duplicate faces
No stray vertices
Mesh Structure
Single mesh object
Normals must face outward; no inverted geometry
No overlapping geometry
Smoothing & Normals
At least one smoothing group
Correct smoothing groups should be applied
Hard edges only where needed to define shape (where angle between faces is close to 90°)
No shading artifacts visible
Transforms
Should be reset
3D Asset pivot points
Ground-Mounted Assets
The pivot must be placed at the center of the lowest contact point with the ground.
Wall-Mounted Assets
The pivot must be positioned at the mounting surface contact point where the object touches the wall.
3D Asset UV
UV mapping
Model UV unwrapped
Similar UV islands could overlap
UV channels
UV seams
UV seams in less visible areas
UV padding
512 × 512 : 2 – 4 px
1024 × 1024 : 4 – 8 px
2048 × 2048 : 8 – 16 px
4096 × 4096 : 16 – 32 px
3D Asset materials
As less materials as possible
Each material should have separate texture set (amount of materials = amount of texture sets)
Transparent parts should have separate materials
3D Asset textures
Workflow
PBR Metal/Rough workflow
Tileable textures
Tileable textures are allowed, especially for terrain
Required textures:
BaseColor (sRGB)
Roughness (Linear)
Metallic (Linear)
Normal OpenGL (RGB)
AO (Linear)
Optional textures:
Opacity (Linear)
Emissive (sRGB)
Resolution:
Max 4096 x 4096 px
Use the smallest possible texture resolution that still maintains sufficient quality
Square textures only
Dimensions must be a power of two
UDIMs
Not supported
Scene & 3D Asset naming
Scene file
{UID}.blend
{UID}.fbx
Geometry
SM_{Asset Name}_XX, XX - index, 01, 02, ..., 21, etc.
{Asset Name} - short and descriptive name of the asset (Building, RoadSign, Car, etc.). First letter of each word should be capital
XX - index, 01, 02, ..., 21, etc.
Materials
MI_{Material}_{XX}
{Material} - Descriptive material name (plastic, Tree_01, Glass, Building_01, Building_02, etc.). First letter of each word should be capital
XX - index, 01, 02, ..., 21, etc.
Textures
T_{Material Name}_{Texture Type}.png
{Material Name} - Material name without MI_ prefix, but with index suffix
{Texture Type} - BaseColor, Roughness, Metallic, Normal_OGL, AO, Opacity, Emissive
Other
Only ASCII characters allowed