AR Ready Cube Mod & Animation
Budget: $30 – $250 USD
I already have a Blender-exported .glb of a simple cube that will be dropped into mobile-based augmented-reality scenes. I’ll give you clear, step-by-step notes; your job is to open the file in Blender, follow those steps precisely, and hand back an optimized asset that runs smoothly on both iPhone and Android.
What needs to happen
• Work only with the textures and materials bundled inside the file—tweak colours, roughness, metallic values, or swap the existing maps as my guide specifies.
• Nudge the cube’s proportions so it reads correctly in portrait AR view without breaking the UVs.
• Add a lightweight, looping animation (rotation plus a subtle particle-style glow) that keeps frame-rates high on ARKit and ARCore devices.
Performance targets and file output
Keep polygon count and texture resolutions inside the limits I’ll share (they’re well within typical WebAR caps). When you’re done, I need:
1. The updated .blend and an optimized .glb ready for import.
2. A short screen capture or TestFlight / APK build that proves the cube animates as intended on both platforms.
3. A brief change log so I can reproduce or tweak the steps later.
If you’re comfortable working inside Blender, understand mobile AR performance budgets, and can stick to a written checklist without deviation, this should be a fast, tidy project.
Example image attached along with steps to modify it.
What needs to happen
• Work only with the textures and materials bundled inside the file—tweak colours, roughness, metallic values, or swap the existing maps as my guide specifies.
• Nudge the cube’s proportions so it reads correctly in portrait AR view without breaking the UVs.
• Add a lightweight, looping animation (rotation plus a subtle particle-style glow) that keeps frame-rates high on ARKit and ARCore devices.
Performance targets and file output
Keep polygon count and texture resolutions inside the limits I’ll share (they’re well within typical WebAR caps). When you’re done, I need:
1. The updated .blend and an optimized .glb ready for import.
2. A short screen capture or TestFlight / APK build that proves the cube animates as intended on both platforms.
3. A brief change log so I can reproduce or tweak the steps later.
If you’re comfortable working inside Blender, understand mobile AR performance budgets, and can stick to a written checklist without deviation, this should be a fast, tidy project.
Example image attached along with steps to modify it.
Related categories:
Mobile App Development
iPhone
Android
3D Rendering
Unity 3D
3D Design
Augmented Reality
ARKit
ARCore
Blender