Webcam-Ready Low-Poly Cartoon Character
Budget: €250 – €750 EUR
I’m building a live-puppet setup and need a low-poly, classic-cartoon human character I can drive directly from my webcam. Think rubber-hose charm and bright colours, but streamlined geometry so it streams smoothly.
Key points I care about
• Style: unmistakably classic cartoons—rounded forms, simple textures, bold lines.
• Character: human, with a distinctive hair silhouette that reads instantly on camera.
• Performance: exaggerated facial expressions and clean head turns must translate flawlessly through real-time tracking.
Please rig the face with blendshapes or an equivalent system that popular webcam-tracking tools (FaceRig, VSeeFace, Animaze, Unreal Live Link, etc.) recognise out of the box. The facial setup should cover visemes, blinks, brow raises, jaw movement and a couple of cartoony extremes. Keep the poly count light yet deformation-friendly; no pinching around cheeks, eyes or mouth.
Deliverables
1. Fully rigged low-poly model (.FBX or .BLEND)
2. All texture maps used
3. Named facial blendshapes / bone controls for expressions and visemes
4. Short read-me explaining how to import and activate the character in a webcam-based capture app
If you already work with ARKit 52 or Faceware profiles, feel free to use them—the end goal is a character I can animate live with nothing more than my webcam. I’m eager to see your take on a modern-ready, classic-cartoon hero.
Key points I care about
• Style: unmistakably classic cartoons—rounded forms, simple textures, bold lines.
• Character: human, with a distinctive hair silhouette that reads instantly on camera.
• Performance: exaggerated facial expressions and clean head turns must translate flawlessly through real-time tracking.
Please rig the face with blendshapes or an equivalent system that popular webcam-tracking tools (FaceRig, VSeeFace, Animaze, Unreal Live Link, etc.) recognise out of the box. The facial setup should cover visemes, blinks, brow raises, jaw movement and a couple of cartoony extremes. Keep the poly count light yet deformation-friendly; no pinching around cheeks, eyes or mouth.
Deliverables
1. Fully rigged low-poly model (.FBX or .BLEND)
2. All texture maps used
3. Named facial blendshapes / bone controls for expressions and visemes
4. Short read-me explaining how to import and activate the character in a webcam-based capture app
If you already work with ARKit 52 or Faceware profiles, feel free to use them—the end goal is a character I can animate live with nothing more than my webcam. I’m eager to see your take on a modern-ready, classic-cartoon hero.
Related categories:
3D Rendering
Animation
Maya
3D Modelling
3D Animation
3D Design
Blender
3D Rigging
Character Illustration