Low-Poly Modular Character Asset Creation
Budget: $30 – $250 USD
I have a set of reference images that show a character and its gear evolving through clear upgrade tiers. I need that concept turned into a Unity-ready, low-poly 3D model whose components can be swapped in and out at runtime. Specifically, the clothing, armour pieces, weapons and other hand-held tools must all be built as separate meshes that share a common rig and texture space, so I can mix-and-match them later.
Feel free to run the base meshes through Tripo3D, Meshy or any other AI helper, as long as the final deliverable has clean, game-efficient topology, properly unwrapped UVs and tidy, PBR-ready textures. Normal, metallic/roughness and albedo maps should sit comfortably under a modest draw-call budget. The skeleton has to match Unity’s Humanoid requirements; no animation clips are needed right now, but the skin weights must deform naturally in standard walk, run and idle poses.
Deliverables
• FBX (or GLB) of the base body plus each modular clothing/armour and weapon/tool segment
• 2K texture set for each material group (albedo, metallic/roughness, normal)
Acceptance criteria
• All pieces snap perfectly to the shared rig with zero clipping in default T-pose
• Triangle count stays within typical mobile/indie targets
• No ngons, inverted normals or stray verts; model passes Unity’s import validation without warnings
If this first character goes smoothly, I have a roadmap of additional heroes and gear variations waiting in line, so solid workmanship here can lead to steady follow-up work.
Feel free to run the base meshes through Tripo3D, Meshy or any other AI helper, as long as the final deliverable has clean, game-efficient topology, properly unwrapped UVs and tidy, PBR-ready textures. Normal, metallic/roughness and albedo maps should sit comfortably under a modest draw-call budget. The skeleton has to match Unity’s Humanoid requirements; no animation clips are needed right now, but the skin weights must deform naturally in standard walk, run and idle poses.
Deliverables
• FBX (or GLB) of the base body plus each modular clothing/armour and weapon/tool segment
• 2K texture set for each material group (albedo, metallic/roughness, normal)
Acceptance criteria
• All pieces snap perfectly to the shared rig with zero clipping in default T-pose
• Triangle count stays within typical mobile/indie targets
• No ngons, inverted normals or stray verts; model passes Unity’s import validation without warnings
If this first character goes smoothly, I have a roadmap of additional heroes and gear variations waiting in line, so solid workmanship here can lead to steady follow-up work.
Related categories:
3D Rendering
Maya
3ds Max
3D Modelling
3D Animation
3D Design
Game Development
Unity
Game Asset Creation
3D Game Art