Astronaut Character Modeling and Rigging (MAYA)

Job ID: 39091836

Budget: $30 – $250 USD

I am looking for someone to model and rig a character for animation use in Maya. The character is based on a series of reference images that will be provided. The character rig must have eye, mouth, and face rigging, along with a rigged body and hands. The model must be weight-painted so that it can be animated in various poses, and does not have unrealistic deformations when being used in natural human poses. The rig must have arms and legs setup with the ability to swap between IK and FK for animating. The rig must also have controls/handles for animating and posing. Reference images can be provided to clarify any of these requirements.

The character's face will be a caucasian male with a buzz cut and a beard. They will have a wide, strong, and thicker body type. Muscular, not in a bodybuilder low bodyfat/skinny waist way, but more of a thick powerlifter body type where they have some fat on them, but still have a clearly athletic build. I can provide reference images for all aspects of the character's face and body design.

The character will have two outfits, one will be a form-fitting sci-fi "wetsuit" that is essentially a skintight full-body suit with some sci-fi designs. The second outfit will be a space suit that goes over the top of the wetsuit and is a thicker suit that has padding and some more traditional space suit aesthetics. The space suit will have a helmet that can be toggled on or off. Reference images will be provided for both the wetsuit and the space suit. I am open to a dialogue on these in order to make things easier/better fort the modeling or rigging process.

The character is not being made to be hyper-realistic, but more of a stylized character that has realistic proportions and a relatively simple design. A good example to compare the model to would be that of the Team Fortress 2 characters. They have simple and stylized designs, but still clearly have realistic proportions and can be animated and posed in very natural ways. This model would likely have a slightly higher poly count than those models, but the poly count is not something I am overly concerned with for this model. So long as it looks smooth where it needs to, and it can easily be worked with without lag on a decently high end computer, I am okay with whatever poly count it comes out to be.

All reference images currently provided are not a 1:1 of what I would like for the model, I will give additional reference images and explanations once we begin talking about the project. Please feel free to ask any additional questions, as I'd be happy to cover anything additional I may have missed before we proceed with the project. Thanks! :)
Related categories: 3D Rendering Animation Maya 3D Modelling 3D Animation