Stylized DnD Character Model
Budget: $30 – $250 USD
I’m looking for a talented 3D artist to bring a single Dungeons & Dragons character to life as a stylized, game-ready asset. I already have reference art and a written backstory; what I need now is a fully realised model that can drop straight into my game scene.
Scope
• Create one humanoid character in a stylized, slightly exaggerated aesthetic—think vibrant proportions and clean shapes rather than full realism.
• Aim for a “detailed” finish: clear armour plates, readable facial features, and accessories that help tell the story, without drifting into micro-detail that would bloat the polycount.
• Keep topology optimised for real-time use (roughly 10k–30k tris).
• Include clean UVs and PBR texture sets (albedo, metallic/roughness, normal, AO) at 2K resolution.
• Deliver the model in T-pose, rigged for basic animation (Humanoid or similar). No animation clips are required—just a functional skeleton and skin weights.
• Preferred file formats: FBX for the model and PNG/TGA for textures; Blender project or Maya scene is a welcome extra for future edits.
Workflow & collaboration
I’ll share reference boards and feedback checkpoints at concept block-out, mid-sculpt, and final texturing. Please be comfortable with quick turnarounds on small adjustments (e.g., proportion tweaks, colour balance).
Final hand-off
1. Game-ready FBX model, rigged and exported.
2. All texture maps in organised folders.
3. Source project file.
4. One turnaround render or Marmoset/Sketchfab preview to showcase the asset.
If you have a portfolio that features stylized fantasy characters, I’d love to see it. Let’s craft a hero my players will never forget!
Scope
• Create one humanoid character in a stylized, slightly exaggerated aesthetic—think vibrant proportions and clean shapes rather than full realism.
• Aim for a “detailed” finish: clear armour plates, readable facial features, and accessories that help tell the story, without drifting into micro-detail that would bloat the polycount.
• Keep topology optimised for real-time use (roughly 10k–30k tris).
• Include clean UVs and PBR texture sets (albedo, metallic/roughness, normal, AO) at 2K resolution.
• Deliver the model in T-pose, rigged for basic animation (Humanoid or similar). No animation clips are required—just a functional skeleton and skin weights.
• Preferred file formats: FBX for the model and PNG/TGA for textures; Blender project or Maya scene is a welcome extra for future edits.
Workflow & collaboration
I’ll share reference boards and feedback checkpoints at concept block-out, mid-sculpt, and final texturing. Please be comfortable with quick turnarounds on small adjustments (e.g., proportion tweaks, colour balance).
Final hand-off
1. Game-ready FBX model, rigged and exported.
2. All texture maps in organised folders.
3. Source project file.
4. One turnaround render or Marmoset/Sketchfab preview to showcase the asset.
If you have a portfolio that features stylized fantasy characters, I’d love to see it. Let’s craft a hero my players will never forget!
Related categories:
3D Rendering
Maya
3D Modelling
3D Animation
Game Development
Blender
3D Rigging
Game Art