Blender Dr. Octavius Nano Arms
Budget: $30 – $250 USD
I’m assembling a game scene that features Dr. Octavius’s nanotech tentacles and I need someone who can bring them to life inside Blender. The model has to be highly detailed and realistic, right down to the segmented plates, micro-actuators, and glowing nano-nodes, yet remain optimized enough to drop straight into a real-time engine without performance issues.
Once the sculpt, retopo, UVs, and PBR textures are in place, the arms must be fully rigged and ready for IK-driven animation. I’ll need a complete interaction set—idle twitches, exploratory reaches, grabs, throws, defensive curls, needs to have a animation that lets the nanotech morph into at least a shield, buzzsaw, laser cannon/rapid fire laser cannon (whatever is easier for you), blade, and a seamless transition to locomotion so the character can move through the environment while the tentacles react naturally. All motion data should export cleanly to FBX for Unity or Unreal with game-friendly naming conventions.
Deliverables:
• Blender project with non-destructive workflow (modifiers unapplied where practical)
• Clean, quad-based topology under 100k tris per arm
• 4K metallic/roughness PBR texture set (Base Color, Roughness, Metallic, Normal, AO, Emissive)
• Fully rigged tentacles with IK/FK switch and driver controls for nano-node glow
• Animation pack: at least five loops (idle, patrol, hover, locomotion, ready) and three interaction actions (grab, throw, slam)
• FBX export tested in a game engine, plus an Marmoset or Sketchfab preview
I’m flexible on timeline; quality takes priority. If you have experience shipping hero assets for games and can share portfolio pieces that match this level of realism, let’s talk about the next steps.
Once the sculpt, retopo, UVs, and PBR textures are in place, the arms must be fully rigged and ready for IK-driven animation. I’ll need a complete interaction set—idle twitches, exploratory reaches, grabs, throws, defensive curls, needs to have a animation that lets the nanotech morph into at least a shield, buzzsaw, laser cannon/rapid fire laser cannon (whatever is easier for you), blade, and a seamless transition to locomotion so the character can move through the environment while the tentacles react naturally. All motion data should export cleanly to FBX for Unity or Unreal with game-friendly naming conventions.
Deliverables:
• Blender project with non-destructive workflow (modifiers unapplied where practical)
• Clean, quad-based topology under 100k tris per arm
• 4K metallic/roughness PBR texture set (Base Color, Roughness, Metallic, Normal, AO, Emissive)
• Fully rigged tentacles with IK/FK switch and driver controls for nano-node glow
• Animation pack: at least five loops (idle, patrol, hover, locomotion, ready) and three interaction actions (grab, throw, slam)
• FBX export tested in a game engine, plus an Marmoset or Sketchfab preview
I’m flexible on timeline; quality takes priority. If you have experience shipping hero assets for games and can share portfolio pieces that match this level of realism, let’s talk about the next steps.
Related categories:
3D Rendering
Animation
Maya
3ds Max
3D Modelling
3D Animation
3D Design
Game Development
Blender
3D Rigging