Game Character Modeling, Rigging & Animation
Budget: $250 – $750 USD
I have a playable-character design ready in reference images and turn-around sheets; your task is to take that visual brief and turn it into a game-ready 3D asset. The model must match the look and proportions of the images exactly, keeping the style consistent with the artwork I supply (it sits between stylised realism and full realism, so matching the reference is key).
The asset will be used in-game, so please keep topology clean, animation-friendly and optimised for real-time performance. I’ll need UVs laid out for PBR texturing and a standard set of 2K or 4K maps (albedo, normal, roughness, metallic, AO). Once the mesh is final, create a full body-and-facial rig with IK/FK switches and constraints that make animation in Unity or Unreal straightforward.
Required animation clips
• Idle and basic locomotion (walk, run, jump, land)
• Combat actions (light / heavy attack, hit-react, death)
• Two unique special-ability animations that I’ll detail once we start
Deliverables
• Final mesh in FBX (and .blend or .ma project file)
• Texture set in PNG or TGA
• Rigged file ready for export
• Separate FBX for each animation, root-motion aligned, plus a single file containing all clips on one timeline for reference
I’ll review the model in engine, check animations against my state machine and sign off once everything imports without errors and loops cleanly. Looking forward to seeing your craft applied to this character.
The asset will be used in-game, so please keep topology clean, animation-friendly and optimised for real-time performance. I’ll need UVs laid out for PBR texturing and a standard set of 2K or 4K maps (albedo, normal, roughness, metallic, AO). Once the mesh is final, create a full body-and-facial rig with IK/FK switches and constraints that make animation in Unity or Unreal straightforward.
Required animation clips
• Idle and basic locomotion (walk, run, jump, land)
• Combat actions (light / heavy attack, hit-react, death)
• Two unique special-ability animations that I’ll detail once we start
Deliverables
• Final mesh in FBX (and .blend or .ma project file)
• Texture set in PNG or TGA
• Rigged file ready for export
• Separate FBX for each animation, root-motion aligned, plus a single file containing all clips on one timeline for reference
I’ll review the model in engine, check animations against my state machine and sign off once everything imports without errors and loops cleanly. Looking forward to seeing your craft applied to this character.
Related categories:
3D Rendering
Animation
Maya
3D Modelling
3D Animation
Game Development
3D Rigging
Unity