AI Character Retopo & Rig

Job ID: 40600608

Budget: €30 – €250 EUR

I am supplying a single Blender file that contains an AI-generated humanoid. The model looks great at first glance, but the topology is full of overlapping vertices and a lot of extra geometry that makes it unusable in production.

Your task is to turn this into one clean, watertight mesh and then rig both the body and face so I can drop it straight into Unreal Engine 5.8, hook it up to Live Link, and record body-and-face mocap clips inside Sequencer.

Scope of work
• Retopology: Remove unnecessary geometry, weld overlapping vertices and produce an even, animation-friendly quad flow.
• Consolidation: Merge any loose parts into a single mesh while keeping existing proportions intact.
• Body rig: UE5.8 mannequin-compatible skeleton (root, pelvis, IK, twist bones, etc.) ready for retargeting and Live Link streaming.
• Facial rig: Full facial mocap compatibility—blend-shape or joint-based system that supports the standard 52 ARKit shapes (or an equivalent set that Unreal recognises out of the box).
• Exports: Clean .blend plus FBX and UE asset folders so I can test import with zero errors.

Acceptance criteria
1. Mesh passes Unreal’s mesh validation with no non-manifold edges or stray verts.
2. Skin weights deform smoothly in Blender and inside UE with default animations.
3. Face rig drives all required shapes; Live Link Face (or similar) maps correctly without extra setup.
4. File naming and hierarchy stay tidy so I can iterate later.

Please let me know your estimated turnaround time and any questions about the rig conventions you prefer to use.