Low-Poly Mobile Cricket Assets (Humanoid Rigged)

Job ID: 40175979

Budget: £10 – £20 GBP

Project Title: Low-Poly Mobile Cricket Assets (Humanoid Rigged)

Project Overview: I am developing a 3D multiplayer cricket game for Android. I require high-quality, mobile-optimized character models and a separate "Power Bat" asset that are compatible with Unity’s Humanoid animation system.
1. Character Requirements (Batsman & Bowler)

Model Types: One Bowler and one Batsman.

Polygon Count: Maximum 10,000–12,000 triangles per character.

Rigging: Fully rigged as Unity Humanoid.

Delivery Pose: Characters must be delivered in a standard T-Pose.

Animations (Essential):

Bowler: A run-up loop and a fast-bowling delivery release.

Batsman: Idle stance, defensive block, and a full power-hitting swing.

Scaling: Realistic human proportions scaled to Unity's 1-unit = 1-meter world space.

2. "Power Bat" Asset Requirements

Type: A standalone 3D cricket bat model.

Polygon Count: Maximum 500–800 triangles.

Geometry: The face of the bat must be flat to ensure accurate physics collisions with the ball.

Attachment: The bat must be scaled to fit perfectly into the "Hand" bone of the provided batsman model.

3. Technical & Texture Specifications

File Format: FBX for 3D models and PNG for textures.

Render Pipeline: Optimized for Unity Built-in Render Pipeline (Standard Shaders).

Texture Resolution: Maximum 2048x2048 for characters and 1024x1024 for the bat.

Mobile Optimization: No high-poly sculpts or vertex cache animations; only bone-based rigging.

4. Delivery Checklist

FBX files with embedded or associated textures.

Clean bone naming hierarchy (standard Humanoid naming).

A base "T-Pose" file to be used as the Master Avatar Definition in Unity.