Realistic Game Character Modeling
Budget: $10 – $30 USD
I need several 3D character models built to a realistic standard for a video-game environment. Each model must run smoothly in real-time without sacrificing visual fidelity, so clean, efficient topology and PBR-ready textures are essential.
Characters will range from humanoid to more imaginative silhouettes; I’ll provide specific concept sheets and reference packs as we move forward, but the final look must stay grounded in realism.
The models have to arrive fully UV-unwrapped, textured, and rigged for animation. Please export in FBX along with 4K PNG texture sets (albedo, normal, roughness, metallic, AO). I work primarily in Unreal Engine, so a quick test import on my end should drop straight in and play nicely with the default skeleton hierarchy.
I’ll review based on:
• visual match to reference and realistic detailing
• polygon efficiency (target 50–70 k tris for main characters)
• clean deformation on a basic walk and idle pose inside Unreal’s previewer
• properly named objects, bones, and texture maps
If you already have examples of realistic, in-engine characters, share them; it speeds up onboarding. Once we approve the first hero model, the remaining assets can follow the same pipeline.
Characters will range from humanoid to more imaginative silhouettes; I’ll provide specific concept sheets and reference packs as we move forward, but the final look must stay grounded in realism.
The models have to arrive fully UV-unwrapped, textured, and rigged for animation. Please export in FBX along with 4K PNG texture sets (albedo, normal, roughness, metallic, AO). I work primarily in Unreal Engine, so a quick test import on my end should drop straight in and play nicely with the default skeleton hierarchy.
I’ll review based on:
• visual match to reference and realistic detailing
• polygon efficiency (target 50–70 k tris for main characters)
• clean deformation on a basic walk and idle pose inside Unreal’s previewer
• properly named objects, bones, and texture maps
If you already have examples of realistic, in-engine characters, share them; it speeds up onboarding. Once we approve the first hero model, the remaining assets can follow the same pipeline.