Low-Poly Mobile Cricket Assets (Humanoid Rigged)
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.
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.
Related categories:
Android
Game Design
3D Rendering
Animation
3D Modelling
3D Animation
Unity 3D
Game Development
3D Rigging
Unity