Mid-Poly Roman Retopo & UVs
Budget: $30 – $250 USD
I will hand you several ZBrush sculpts of Roman architectural pieces—columns, domes, amphitheatre sections and similar details—and need each one converted into clean, engine-ready assets. Your job is to create mid-poly topology that holds the shapes but will run smoothly in real-time for games or VR. Once the new geometry is in place, unwrap it so every model has a tidy, non-overlapping UV set with consistent texel density; I have no special rules on single vs. multiple tiles, so use whatever produces the best result for texturing in Substance, Unreal or Unity.
You will receive:
• High-resolution ZBrush files for each asset
• A naming convention to follow so everything drops straight into the project
You will deliver:
• Retopologized mesh in FBX or OBJ, quads preferred, no n-gons or stray verts
• Finished UV layout, verified to pack correctly and free of stretching
• Screenshot or viewer file showing the low mesh, UVs and a checker texture for quick review
Acceptance criteria:
1. Final poly counts sit comfortably in a mid-poly range agreed per asset.
2. Models import into Unreal/Unity with zero errors and display a checker map evenly.
3. Edge flow supports normal-map baking from the original high sculpt.
That’s the full scope—if you’re comfortable with Roman forms and efficient, game-ready topology, I’m ready to get started right away.
You will receive:
• High-resolution ZBrush files for each asset
• A naming convention to follow so everything drops straight into the project
You will deliver:
• Retopologized mesh in FBX or OBJ, quads preferred, no n-gons or stray verts
• Finished UV layout, verified to pack correctly and free of stretching
• Screenshot or viewer file showing the low mesh, UVs and a checker texture for quick review
Acceptance criteria:
1. Final poly counts sit comfortably in a mid-poly range agreed per asset.
2. Models import into Unreal/Unity with zero errors and display a checker map evenly.
3. Edge flow supports normal-map baking from the original high sculpt.
That’s the full scope—if you’re comfortable with Roman forms and efficient, game-ready topology, I’m ready to get started right away.
Related categories:
3D Rendering
3ds Max
3D Modelling
3D Animation
3D Design
Game Development
Unreal Engine
3D CAD