Realistic Game-Ready Human 3D Model
Budget: $30 – $250 SGD
I need a fully modelled, visually appealing human character that drops straight into a game engine with no extra cleanup. The brief is for an ordinary, relatable person—no exaggerated heroic proportions or villainous flair—rendered in a realistic style suitable for real-time use.
Here’s what matters most to me: clean, optimised topology that can handle in-game animation; accurate human anatomy and believable clothing folds; high-resolution PBR textures (albedo, roughness, metalness, normal, AO); and a standard humanoid rig that works out of the box in Unity or Unreal. Facial blend-shapes for basic expressions would be a welcome plus if you already have a solid workflow for them.
Deliverables
• Low-poly game-ready mesh, quads preferred
• UV-unwrapped and packed efficiently
• 4K PBR texture set in PNG or TGA
• Humanoid skeleton rigged and skinned (FBX)
• Source files in your native app (Blender, Maya, or similar)
I’ll review the model inside the engine, check deformation on a few stock animations, and run a quick performance test. If everything looks natural and stays within the agreed polycount, we’re done. Let me know your typical turnaround time and any past samples that show off similar realistic work.
Do send your past works that are similar to my requests for me to take a look.
Here’s what matters most to me: clean, optimised topology that can handle in-game animation; accurate human anatomy and believable clothing folds; high-resolution PBR textures (albedo, roughness, metalness, normal, AO); and a standard humanoid rig that works out of the box in Unity or Unreal. Facial blend-shapes for basic expressions would be a welcome plus if you already have a solid workflow for them.
Deliverables
• Low-poly game-ready mesh, quads preferred
• UV-unwrapped and packed efficiently
• 4K PBR texture set in PNG or TGA
• Humanoid skeleton rigged and skinned (FBX)
• Source files in your native app (Blender, Maya, or similar)
I’ll review the model inside the engine, check deformation on a few stock animations, and run a quick performance test. If everything looks natural and stays within the agreed polycount, we’re done. Let me know your typical turnaround time and any past samples that show off similar realistic work.
Do send your past works that are similar to my requests for me to take a look.
Related categories:
3D Rendering
3D Modelling
3D Animation
Unity 3D
3D Design
Game Development
3D Rigging
Unity