Realistic 3D Human Design for SaaS Application -- 2
Budget: €250 – €750 EUR
High-Fidelity 3D Digital Human Creation & Optimization for Three.js (Non-Stylized)
1. Project Overview
We are looking for a high-level 3D Character Artist to create a realistic digital human for a web-based SaaS application. The goal is to develop a character based on reference photos and deliver a fully rigged, web-optimized model (.glb) capable of real-time lip-sync and procedural animations in Three.js.
2. Visual Style & Requirements (Anti-Cartoon Policy)
IMPORTANT: We are NOT looking for a "game avatar," "stylized," or "cartoonish" look. The character must look like a real person on a video call.
• Likeness: Create a female character (Age 35-40) based on provided reference images.
• Skin: Must use photogrammetry-based textures. Avoid "plastic" or "oily" looks. We need subtle skin details (pores, fine lines) driven by high-quality Normal and Roughness maps that work well under Three.js PBR lighting.
• Eyes: Must have realistic depth, corneal refraction, and wetness/specularity. "Dead eyes" are not acceptable.
• Hair: Dark, professional hair. Must be implemented using Hair Cards (Alpha-tested) for a natural look that remains performant in WebGL.
3. Technical Specifications (The Pipeline)
The preferred tool for creation is Character Creator 4 (CC4) with Headshot 2, but we are open to other professional pipelines (like MetaHuman) as long as the web optimization is perfect.
• Format: Optimized .glb (GLTF).
• Polycount: Target 30k – 45k triangles for the full body (must run at 60fps on mid-range mobile devices).
• Materials: PBR workflow. Textures max 2K resolution.
• Compression: Must be exported using Draco compression.
• Rigging: Standard humanoid skeleton with full finger rigging for gestures.
4. Facial Animation & Lip-Sync (Critical)
The model must be production-ready for real-time speech driven by external data (Azure TTS):
• Blendshapes: Full set of 52 ARKit-standard Morph Targets (Shape Keys).
• Accuracy: Visemes must be anatomically correct to ensure natural mouth movements during speech.
• Hierarchy: Clean naming convention for all morph targets (no engine-specific prefixes like "CC_" or "Unreal_").
5. Deliverables
1. Source Files: Original project files (CC4, Blender, or Maya).
2. Production Asset: Optimized .glb file with Draco compression.
3. Documentation: A mapping table/list of the Morph Targets included.
4. Verification: A simple Three.js boilerplate code or a link to a web viewer (like glTF-viewer) demonstrating the model with at least 3 facial expressions active.
6. Selection Criteria
Please provide:
• A link to your portfolio showing realistic digital humans (not stylized characters).
• Examples of characters you have successfully optimized for Three.js or Babylon.js.
• Briefly explain your process for converting high-fidelity skin textures to web-friendly PBR materials.
1. Project Overview
We are looking for a high-level 3D Character Artist to create a realistic digital human for a web-based SaaS application. The goal is to develop a character based on reference photos and deliver a fully rigged, web-optimized model (.glb) capable of real-time lip-sync and procedural animations in Three.js.
2. Visual Style & Requirements (Anti-Cartoon Policy)
IMPORTANT: We are NOT looking for a "game avatar," "stylized," or "cartoonish" look. The character must look like a real person on a video call.
• Likeness: Create a female character (Age 35-40) based on provided reference images.
• Skin: Must use photogrammetry-based textures. Avoid "plastic" or "oily" looks. We need subtle skin details (pores, fine lines) driven by high-quality Normal and Roughness maps that work well under Three.js PBR lighting.
• Eyes: Must have realistic depth, corneal refraction, and wetness/specularity. "Dead eyes" are not acceptable.
• Hair: Dark, professional hair. Must be implemented using Hair Cards (Alpha-tested) for a natural look that remains performant in WebGL.
3. Technical Specifications (The Pipeline)
The preferred tool for creation is Character Creator 4 (CC4) with Headshot 2, but we are open to other professional pipelines (like MetaHuman) as long as the web optimization is perfect.
• Format: Optimized .glb (GLTF).
• Polycount: Target 30k – 45k triangles for the full body (must run at 60fps on mid-range mobile devices).
• Materials: PBR workflow. Textures max 2K resolution.
• Compression: Must be exported using Draco compression.
• Rigging: Standard humanoid skeleton with full finger rigging for gestures.
4. Facial Animation & Lip-Sync (Critical)
The model must be production-ready for real-time speech driven by external data (Azure TTS):
• Blendshapes: Full set of 52 ARKit-standard Morph Targets (Shape Keys).
• Accuracy: Visemes must be anatomically correct to ensure natural mouth movements during speech.
• Hierarchy: Clean naming convention for all morph targets (no engine-specific prefixes like "CC_" or "Unreal_").
5. Deliverables
1. Source Files: Original project files (CC4, Blender, or Maya).
2. Production Asset: Optimized .glb file with Draco compression.
3. Documentation: A mapping table/list of the Morph Targets included.
4. Verification: A simple Three.js boilerplate code or a link to a web viewer (like glTF-viewer) demonstrating the model with at least 3 facial expressions active.
6. Selection Criteria
Please provide:
• A link to your portfolio showing realistic digital humans (not stylized characters).
• Examples of characters you have successfully optimized for Three.js or Babylon.js.
• Briefly explain your process for converting high-fidelity skin textures to web-friendly PBR materials.
Related categories:
3D Rendering
Animation
3D Modelling
3D Animation
Three.js
3D Visualization
Visual Effects
3D Graphic Design