Semi-Realistic Human Character Mesh
Budget: $250 – $750 USD
Project: Game-ready 3D female body mesh (stylized "bioandroid" proportions)
for a real-time web engine (Three.js / WebGL)/ indie game.
I'm commissioning a high-quality, game-ready 3D female body mesh for a real-time
character system (Three.js/WebGL, NOT Unreal/Unity). This is a single shared
body that multiple characters will be skinned onto, so topology and deformation
quality matter more than anything else.
THE CHARACTER (bioandroid):
A petite (~5'0" / 152cm) female bioandroid with deliberately
stylized proportions. The defining trait is an narrow, slightly elongated
waist/torso. Medium perky breasts, hips (~34-36"),
plump thighs with no thigh gap, naturalistic skin with freckles. The
"bioandroid" quality lives in the BODY SILHOUETTE, not in biomechanical
surface detail — the skin is soft and natural, not plated or biomech. The
look is "impossible proportions, natural surface" — between realistic and
stylized, leaning toward a polished art-directed figure.
ANATOMICAL SCOPE — please read before bidding:
The body must be anatomically complete nude, including modeled genitalia and
breasts (no Barbie-smooth crotch, no pasted-on nipples). There is a need for some nudity in the project. If you don't take adult/anatomical work, please skip —
I'd rather know upfront than mid-project.
DELIVERABLES:
1. Retopologized game-ready mesh — clean quad topology, good edge flow
through the waist, breasts, hips, neck seam, and face. Target ~20–35k
triangles for full body+head (tune with me; real-time web target). NOT a
high-poly ZBrush sculpt as the deliverable — a high-poly sculpt source is
welcome alongside, but the runtime mesh is what I'm paying for.
2. Clean UVs, non-overlapping, organized into a small number of material sets.
3. Base PBR textures: base color (uncensored), roughness, normal (baked from
the high-poly), at 4K. I have my own texture-enhancement pipeline, so
clean base maps are what I need — you don't need to deliver final look-dev, though I am more than willing to talk here.
4. Expression blendshapes on the head (ARKit's 52 set, or a comparable FACS
set) — IF you can deliver these, call it out as a separate line item, as
it changes scope/price.
5. Rigged to an Epic/UE-style skeleton (pelvis / spine_01..03 / thigh_l /
calf_l / ball_l / clavicle_l / upperarm_l / lowerarm_l / hand_l /
neck_01 / head + twist + finger bones) — IF you can deliver this, call it
out separately. I can rig in-house if not.
6. Source files: .blend (Blender 4.x+) and FBX. I run a headless Blender
build pipeline, so the .blend must open cleanly in stock Blender with no
paid plugins.
7. Wireframe turnaround renders (front/side/back/3-quarter, wireframe AND
shaded) so I can evaluate topology before final delivery.
WHAT I CARE ABOUT MOST (in order):
1. Topology that deforms cleanly when posed — especially at the narrow
waist, the breast root and inner pole, the hip/leg join, and the neck seam.
2. Breast shape: natural and perky, NOT tubular / confluent / saggy.
3. Facial structure: real bony/structural definition (brow, nasal bridge,
cheekbones, jaw, lip shape), NOT a smooth Barbie face. The surface
texturing I'll handle; the FORM is what I need from you.
4. Clean UVs and good base textures.
TO BID, PLEASE INCLUDE:
- Portfolio links, WITH wireframe/topology views if you have them (beauty
renders alone are hard to evaluate).
- Whether you can deliver expression blendshapes and/or UE-skeleton rigging
(as separate line items).
- Your software (Blender preferred for source delivery).
- Confirmation you're comfortable with the adult anatomical scope.
- Your target poly count and turnaround time.
LICENSE:
Full commercial use, real-time/game use, right to modify and use in my
product, exclusive to me (no resale of the asset). Source files included.
for a real-time web engine (Three.js / WebGL)/ indie game.
I'm commissioning a high-quality, game-ready 3D female body mesh for a real-time
character system (Three.js/WebGL, NOT Unreal/Unity). This is a single shared
body that multiple characters will be skinned onto, so topology and deformation
quality matter more than anything else.
THE CHARACTER (bioandroid):
A petite (~5'0" / 152cm) female bioandroid with deliberately
stylized proportions. The defining trait is an narrow, slightly elongated
waist/torso. Medium perky breasts, hips (~34-36"),
plump thighs with no thigh gap, naturalistic skin with freckles. The
"bioandroid" quality lives in the BODY SILHOUETTE, not in biomechanical
surface detail — the skin is soft and natural, not plated or biomech. The
look is "impossible proportions, natural surface" — between realistic and
stylized, leaning toward a polished art-directed figure.
ANATOMICAL SCOPE — please read before bidding:
The body must be anatomically complete nude, including modeled genitalia and
breasts (no Barbie-smooth crotch, no pasted-on nipples). There is a need for some nudity in the project. If you don't take adult/anatomical work, please skip —
I'd rather know upfront than mid-project.
DELIVERABLES:
1. Retopologized game-ready mesh — clean quad topology, good edge flow
through the waist, breasts, hips, neck seam, and face. Target ~20–35k
triangles for full body+head (tune with me; real-time web target). NOT a
high-poly ZBrush sculpt as the deliverable — a high-poly sculpt source is
welcome alongside, but the runtime mesh is what I'm paying for.
2. Clean UVs, non-overlapping, organized into a small number of material sets.
3. Base PBR textures: base color (uncensored), roughness, normal (baked from
the high-poly), at 4K. I have my own texture-enhancement pipeline, so
clean base maps are what I need — you don't need to deliver final look-dev, though I am more than willing to talk here.
4. Expression blendshapes on the head (ARKit's 52 set, or a comparable FACS
set) — IF you can deliver these, call it out as a separate line item, as
it changes scope/price.
5. Rigged to an Epic/UE-style skeleton (pelvis / spine_01..03 / thigh_l /
calf_l / ball_l / clavicle_l / upperarm_l / lowerarm_l / hand_l /
neck_01 / head + twist + finger bones) — IF you can deliver this, call it
out separately. I can rig in-house if not.
6. Source files: .blend (Blender 4.x+) and FBX. I run a headless Blender
build pipeline, so the .blend must open cleanly in stock Blender with no
paid plugins.
7. Wireframe turnaround renders (front/side/back/3-quarter, wireframe AND
shaded) so I can evaluate topology before final delivery.
WHAT I CARE ABOUT MOST (in order):
1. Topology that deforms cleanly when posed — especially at the narrow
waist, the breast root and inner pole, the hip/leg join, and the neck seam.
2. Breast shape: natural and perky, NOT tubular / confluent / saggy.
3. Facial structure: real bony/structural definition (brow, nasal bridge,
cheekbones, jaw, lip shape), NOT a smooth Barbie face. The surface
texturing I'll handle; the FORM is what I need from you.
4. Clean UVs and good base textures.
TO BID, PLEASE INCLUDE:
- Portfolio links, WITH wireframe/topology views if you have them (beauty
renders alone are hard to evaluate).
- Whether you can deliver expression blendshapes and/or UE-skeleton rigging
(as separate line items).
- Your software (Blender preferred for source delivery).
- Confirmation you're comfortable with the adult anatomical scope.
- Your target poly count and turnaround time.
LICENSE:
Full commercial use, real-time/game use, right to modify and use in my
product, exclusive to me (no resale of the asset). Source files included.
Related categories:
3D Rendering
3D Modelling
3D Animation
Blender
3D Visualization
3D Graphic Design
3D Art
3D Illustration
3D Game Art