PS2 Realistic Character & Environment Assets
Budget: $10 – $30 USD
I’m building a PlayStation 2 project and need fresh art assets that sit comfortably within the console’s technical limits while still looking convincing on-screen. The brief centres on realistic characters modelled at a solid, medium-poly count—clean edge flow, tidy UVs, and 1× diffuse texture set per character (512² or 256², depending on screen prominence). A basic facial rig and a standard biped skeleton that will import smoothly into PS2-friendly pipelines (e.g. Maya 8.5 + Sony export tools) will round them off.
Alongside the cast, matching in-game environments are required. I’ll share detailed level layouts, reference photos, and size budgets for each scene once we connect; you can then block out geometry, apply baked lighting, and texture accordingly so everything streams efficiently from disc.
Deliverables
• Game-ready .mb or .fbx files for each character and environment section
• PNG/TGA texture sheets plus layered PSD sources
• Simple rig + test animation to verify skin weights
• One short document noting poly counts, texture sizes, and any shader suggestions
Acceptance passes once assets:
1. Load in engine without warnings,
2. Hit target poly/texture budgets, and
3. Match the provided photo references for realism.
If you’ve shipped or modded PS2 titles before—or just love squeezing the most from older hardware—let’s talk dates and milestones so we can lock this down quickly.
Alongside the cast, matching in-game environments are required. I’ll share detailed level layouts, reference photos, and size budgets for each scene once we connect; you can then block out geometry, apply baked lighting, and texture accordingly so everything streams efficiently from disc.
Deliverables
• Game-ready .mb or .fbx files for each character and environment section
• PNG/TGA texture sheets plus layered PSD sources
• Simple rig + test animation to verify skin weights
• One short document noting poly counts, texture sizes, and any shader suggestions
Acceptance passes once assets:
1. Load in engine without warnings,
2. Hit target poly/texture budgets, and
3. Match the provided photo references for realism.
If you’ve shipped or modded PS2 titles before—or just love squeezing the most from older hardware—let’s talk dates and milestones so we can lock this down quickly.