Create two modular, game-ready characters from scratch for Unreal Engine 5 MMO
Budget / Salary$10–100
TypeFreelance project
LocationRemote
Posted2 hours ago
I am looking for an experienced 3D character artist and technical animator to create two original, game-ready human characters from scratch for an Unreal Engine 5 multiplayer MMO.
The attached images are visual references for the intended style, proportions, clothing system and equipment. They are concept references rather than finished production models.
The project requires:
One male base character.
One female base character.
Both characters must be created from scratch.
Neutral base bodies suitable for interchangeable clothing.
A modular clothing and equipment system.
A shared UE5-compatible skeleton.
Complete rigging, skinning, LODs and locomotion animations.
Character design
The male and female characters should be realistic, practical science-fiction expedition personnel, matching the overall visual direction in the attached reference images.
The base characters must work without permanent clothing being merged into the body.
Please create separate modular components such as:
Base body
Head
Hair
Torso clothing
Jackets or coats
Arms or sleeves
Gloves
Trousers
Boots
Belts and pouches
Backpack
Helmet
Shoulder equipment
Optional role-specific accessories
Clothing and equipment must be swappable at runtime in Unreal Engine.
The modular pieces must align correctly without visible gaps. Hidden body geometry should be removable or maskable to prevent clipping under clothing.
Role variants
The system should support different visual roles based on the same male and female foundations:
Scientist
Technician
Explorer
Security
The initial delivery does not necessarily require every complete role outfit. However, the underlying modular system must be designed so these variants can be added later without rebuilding the characters.
Please specify exactly which clothing and equipment modules are included in your bid.
Technical requirements
Designed for Unreal Engine 5.
Suitable for a multiplayer MMO.
Both characters must use exactly the same skeleton hierarchy and bone names.
Preferably compatible with the UE5 Manny/Quinn skeleton and animations.
Correct Unreal scale and orientation.
Clean topology suitable for deformation and animation.
Approximately 50,000–100,000 triangles for the complete LOD0 character, unless another budget is agreed upon.
Efficient material-slot count.
PBR workflow.
Clean UV layouts.
Correct skin weights and natural deformation.
Twist bones and IK bones where appropriate.
Separate modular Skeletal Mesh parts must work with Unreal’s Leader Pose or Copy Pose workflow.
Physics Asset compatibility.
LOD0, LOD1, LOD2 and LOD3 for the body and major equipment.
No permanent mesh intersections or serious clothing clipping.
Models must work correctly from both close third-person and normal gameplay camera distances.
Textures and materials
Please provide complete PBR textures:
Base Color
Normal
Roughness
Metallic where required
Ambient Occlusion
Masks where useful for material customization
The clothing system should support color variation through material parameters where practical.
Please state the planned texture resolutions and number of material slots.
Required in-place animations
The initial animation set must include:
Idle
Walk forward
Walk backward
Strafe left
Strafe right
Run forward
Run backward
Run/strafe left
Run/strafe right
Jump start
Falling loop
Landing
Turn left in place
Turn right in place
Locomotion animations must be delivered in place. Root-motion versions may be included additionally but must not replace the in-place versions.
The animations must work on both characters using the shared skeleton and a shared Unreal Animation Blueprint.
Unreal Engine delivery
The preferred final delivery is a working Unreal Engine 5 test project containing:
Male modular character
Female modular character
Shared skeleton
Physics Assets
All modular clothing and equipment
Materials and textures
Animation sequences
Blend Spaces
Animation Blueprint
A demonstration map
Working runtime switching of clothing/equipment pieces
Third-person movement demonstration
Also provide:
FBX files
Editable source files, preferably Blender .blend
High-resolution source meshes if used
Substance Painter files or equivalent texture source files
Clear import and setup documentation
Quality checks before approval
Before final approval, I require a video recorded inside Unreal Engine 5 showing:
Male and female characters using the same skeleton and Animation Blueprint
Idle, walking, running, strafing, jumping, falling and landing
Front, side and rear views
Shoulder, elbow, hand, hip and knee deformation
Clothing deformation during movement
Runtime switching of modular clothing or equipment
LOD transitions
Character statistics, including triangle counts, material slots and texture resolutions
Rights and originality
The delivered work must be original or use properly licensed components disclosed in advance.
I require full commercial rights to use, modify and distribute the delivered characters, rigs, animations, clothing, equipment and textures as part of the game.
No copyrighted third-party characters, unlicensed marketplace assets or AI-generated production meshes may be included without written disclosure and licensing approval.
When applying, please include:
Relevant examples of realistic UE5 character work
Examples of modular character systems
Examples of rigging and animation work
Software and workflow you plan to use
Exact deliverables included in your price
Fixed-price quote
Estimated delivery time
Proposed milestones
Number of revision rounds included
The attached images are visual references for the intended style, proportions, clothing system and equipment. They are concept references rather than finished production models.
The project requires:
One male base character.
One female base character.
Both characters must be created from scratch.
Neutral base bodies suitable for interchangeable clothing.
A modular clothing and equipment system.
A shared UE5-compatible skeleton.
Complete rigging, skinning, LODs and locomotion animations.
Character design
The male and female characters should be realistic, practical science-fiction expedition personnel, matching the overall visual direction in the attached reference images.
The base characters must work without permanent clothing being merged into the body.
Please create separate modular components such as:
Base body
Head
Hair
Torso clothing
Jackets or coats
Arms or sleeves
Gloves
Trousers
Boots
Belts and pouches
Backpack
Helmet
Shoulder equipment
Optional role-specific accessories
Clothing and equipment must be swappable at runtime in Unreal Engine.
The modular pieces must align correctly without visible gaps. Hidden body geometry should be removable or maskable to prevent clipping under clothing.
Role variants
The system should support different visual roles based on the same male and female foundations:
Scientist
Technician
Explorer
Security
The initial delivery does not necessarily require every complete role outfit. However, the underlying modular system must be designed so these variants can be added later without rebuilding the characters.
Please specify exactly which clothing and equipment modules are included in your bid.
Technical requirements
Designed for Unreal Engine 5.
Suitable for a multiplayer MMO.
Both characters must use exactly the same skeleton hierarchy and bone names.
Preferably compatible with the UE5 Manny/Quinn skeleton and animations.
Correct Unreal scale and orientation.
Clean topology suitable for deformation and animation.
Approximately 50,000–100,000 triangles for the complete LOD0 character, unless another budget is agreed upon.
Efficient material-slot count.
PBR workflow.
Clean UV layouts.
Correct skin weights and natural deformation.
Twist bones and IK bones where appropriate.
Separate modular Skeletal Mesh parts must work with Unreal’s Leader Pose or Copy Pose workflow.
Physics Asset compatibility.
LOD0, LOD1, LOD2 and LOD3 for the body and major equipment.
No permanent mesh intersections or serious clothing clipping.
Models must work correctly from both close third-person and normal gameplay camera distances.
Textures and materials
Please provide complete PBR textures:
Base Color
Normal
Roughness
Metallic where required
Ambient Occlusion
Masks where useful for material customization
The clothing system should support color variation through material parameters where practical.
Please state the planned texture resolutions and number of material slots.
Required in-place animations
The initial animation set must include:
Idle
Walk forward
Walk backward
Strafe left
Strafe right
Run forward
Run backward
Run/strafe left
Run/strafe right
Jump start
Falling loop
Landing
Turn left in place
Turn right in place
Locomotion animations must be delivered in place. Root-motion versions may be included additionally but must not replace the in-place versions.
The animations must work on both characters using the shared skeleton and a shared Unreal Animation Blueprint.
Unreal Engine delivery
The preferred final delivery is a working Unreal Engine 5 test project containing:
Male modular character
Female modular character
Shared skeleton
Physics Assets
All modular clothing and equipment
Materials and textures
Animation sequences
Blend Spaces
Animation Blueprint
A demonstration map
Working runtime switching of clothing/equipment pieces
Third-person movement demonstration
Also provide:
FBX files
Editable source files, preferably Blender .blend
High-resolution source meshes if used
Substance Painter files or equivalent texture source files
Clear import and setup documentation
Quality checks before approval
Before final approval, I require a video recorded inside Unreal Engine 5 showing:
Male and female characters using the same skeleton and Animation Blueprint
Idle, walking, running, strafing, jumping, falling and landing
Front, side and rear views
Shoulder, elbow, hand, hip and knee deformation
Clothing deformation during movement
Runtime switching of modular clothing or equipment
LOD transitions
Character statistics, including triangle counts, material slots and texture resolutions
Rights and originality
The delivered work must be original or use properly licensed components disclosed in advance.
I require full commercial rights to use, modify and distribute the delivered characters, rigs, animations, clothing, equipment and textures as part of the game.
No copyrighted third-party characters, unlicensed marketplace assets or AI-generated production meshes may be included without written disclosure and licensing approval.
When applying, please include:
Relevant examples of realistic UE5 character work
Examples of modular character systems
Examples of rigging and animation work
Software and workflow you plan to use
Exact deliverables included in your price
Fixed-price quote
Estimated delivery time
Proposed milestones
Number of revision rounds included
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