Enhance GLB Rig and Visemes
Budget / Salary€30–250
TypeFreelance project
LocationRemote
Posted2 hours ago
I have an existing character delivered in GLB format. The model already looks good overall, but its rig and visemes are holding it back. My highest priority is to get those two areas working flawlessly so the avatar performs naturally in real-time engines such as Unity, Unreal, or Blender.
# Production-Ready Realistic 3D Avatar – Improve Existing GLB, Facial Likeness, Rig, Visemes & Animations
I am looking for an experienced **3D Character Technical Artist / Blender Character Artist** to finish and improve an already existing realistic human avatar.
**This is NOT a character creation project from scratch.**
I already have a complete `.glb` character which contains:
* full body mesh
* humanoid skeleton / rig
* skinning
* textures and materials
* separate head mesh
* 51 existing facial morph targets / blendshapes
* facial expressions
* existing walking / animation data
The objective is to take this existing character and turn it into a **high-quality, production-ready digital human avatar** for real-time use.
The final avatar will be used in an interactive AI application, so both visual quality and technical reliability are extremely important.
## 1. Preserve the Existing Character
The supplied **Character (1).glb must be used as the production base**.
I do NOT want the character rebuilt from scratch unless there is a very strong technical reason.
Please preserve wherever possible:
* existing topology
* UVs
* textures
* materials
* skeleton
* skin weights
* existing 51 facial blendshapes
* facial animation compatibility
Any changes must be made carefully so that existing functionality is not destroyed.
## 2. Improve Facial Likeness / Head Geometry
The most important visual requirement is the **identity and head shape**.
I will provide reference photographs of the real person from several angles.
Please improve the neutral head geometry so that the avatar matches the real person as closely as technically possible.
The focus should be on:
* overall skull silhouette
* skull width and height
* temples
* forehead
* cheek volume
* jaw width and shape
* chin shape
* eye socket depth
* eye position
* nose shape and projection
* mouth proportions
* side profile
* facial proportions
Please prioritize **large anatomical proportions and silhouette before pores or small skin details**.
Do not simply sculpt the likeness by eye if a more objective method can be used.
Experience with workflows such as:
* multi-view facial fitting
* facial landmark fitting
* KeenTools FaceBuilder
* Faceform / R3DS Wrap
* FLAME
* geometry wrapping
* surface deformation
* camera-matched overlays
is highly appreciated.
The existing production topology should ideally be deformed to the improved identity shape rather than replaced.
## 3. Preserve and Validate the 51 Facial Blendshapes
The current head already contains approximately **51 facial morph targets / blendshapes**.
These must remain functional after the facial geometry changes.
Please test the complete facial system and correct any broken deformations.
Particular attention must be paid to:
* eyelids
* blinking
* eyebrows
* eyes
* cheeks
* jaw
* lips
* mouth corners
* smile
* mouth opening
* lip compression
* lip rounding
* facial expressions
No exploding vertices, clipping or unnatural deformation should occur.
## 4. Proper Lip Sync / Visemes
The avatar must work properly as a **talking AI avatar**.
Please verify whether the current blendshape set provides sufficient phoneme / viseme support.
If necessary, create or correct dedicated lip-sync visemes.
I would ideally like support for a standard viseme system such as:
* sil / neutral
* PP
* FF
* TH
* DD
* kk
* CH
* SS
* nn
* RR
* aa
* E
* ih
* oh
* ou
or an equivalent production-ready mapping.
If the existing ARKit-style facial shapes can be used to generate these visemes reliably, that is also acceptable.
Please provide documentation showing which blendshape(s) should be driven for each viseme.
The final result must produce convincing speech, not simply open and close the jaw.
## 5. Eyes
Please carefully check:
* eye rotation
* blinking
* eyelid deformation
* eyelids following the eyeball correctly
* no eyeball clipping
* no visible gaps around the eyes
* natural neutral eye position
The eyes are particularly important because errors here immediately make a digital human look unnatural.
## 6. Mouth / Teeth / Inner Mouth
Please check and correct:
* lips
* teeth
* tongue if available
* mouth interior
* jaw opening
* mouth closure
* lip intersection
* teeth clipping
Speech must look natural from both frontal and 3/4 views.
## 7. Full Body Rig
The body must work reliably with standard humanoid animations.
Please inspect and improve:
* skeleton hierarchy
* weight painting
* shoulders
* elbows
* wrists
* fingers
* hips
* knees
* ankles
* neck
* head
I previously experienced problems with hands/fingers during animations, so **finger deformation must be checked carefully**.
## 8. Mixamo / Standard Animation Compatibility
The final avatar should work reliably with common humanoid animations.
Please test it with several animations, including:
* idle
* walking
* turning
* talking/gesturing
* thumbs up
* dancing or another animation with strong arm/leg movement
Mixamo-compatible animation retargeting is highly desirable.
There must be:
* no broken fingers
* no twisted wrists
* no collapsing shoulders
* no stretched geometry
* no strange leg deformation
* no body seams opening during movement
## 9. Useful Expressions
Please provide several production-ready expressions such as:
* neutral
* friendly smile
* big smile
* happy
* surprised
* confused
* thoughtful
* sad
* angry
* eyebrow raise
* blink
The neutral expression should look natural and friendly, not unintentionally angry.
## 10. Production Quality / Geometry Cleanup
Please inspect the complete character for technical problems such as:
* visible mesh seams
* duplicate geometry
* intersecting geometry
* bad normals
* broken normals
* shading artifacts
* texture seams
* disconnected vertices
* incorrect weights
* clipping
* unnecessary geometry
* extreme polygon density
* GLB export problems
Please correct anything that could cause problems in a real-time application.
## 11. Real-Time / WebGL Use
The avatar will be used in an interactive real-time application and should therefore be reasonably optimized.
Please preserve visual quality while avoiding unnecessary complexity.
The final `.glb` must load correctly in standard glTF/WebGL viewers.
## 12. Required Preview Before Final Approval
Before final delivery I need:
### Facial validation renders
Neutral close-up renders from:
* exact front
* 45° left
* 45° right
* exact left profile
* exact right profile
Please use approximately the same focal length and neutral lighting so that the renders can be compared against photographs.
### Animation test video
Please provide one video showing:
1. idle
2. walking
3. turning
4. talking / lip sync
5. blinking
6. smiling
7. several facial emotions
8. hand/finger movement
9. thumbs up
10. one stronger full-body animation such as dancing
I will approve the final avatar only after these tests work correctly.
## 13. Final Deliverables
I need:
* final production-ready `.glb`
* complete editable `.blend` source file
* FBX export if useful
* all textures
* all materials
* original source files necessary to continue development
* working full body rig
* working facial blendshapes
* working visemes / lip sync
* animation test files
* short documentation listing:
* skeleton structure
* facial blendshape names
* viseme mapping
* animation names
* any important export settings
The source file is an important deliverable.
## Important
Please do not apply destructive modifications to the only copy of the model.
Keep a backup of the original character and work non-destructively wherever possible.
### What I am NOT looking for
I am NOT looking for:
* someone who simply runs the model through an automatic rigging service
* someone who rebuilds the complete character unnecessarily
* someone who only produces nice renders
* someone without facial-rigging experience
I specifically need someone experienced with:
**Blender + realistic human characters + facial blendshapes + visemes/lip sync + full-body rigging + production GLB assets.**
## When Applying
Please answer these questions:
1. Have you worked with realistic human facial blendshapes before?
2. Have you created ARKit/FACS or viseme-based facial rigs?
3. Can you preserve existing blendshapes while modifying the neutral head geometry?
4. Have you done geometry wrapping / facial fitting before?
5. Can you test the avatar with Mixamo or equivalent humanoid animations?
6. Can you deliver both `.blend` and `.glb`?
7. Please show examples of realistic human avatars you personally rigged or improved.
8. Please give me a **fixed price for completing the existing character**, not a price for creating a new character from scratch.
Please examine the supplied GLB before promising that you can complete the work.
# Production-Ready Realistic 3D Avatar – Improve Existing GLB, Facial Likeness, Rig, Visemes & Animations
I am looking for an experienced **3D Character Technical Artist / Blender Character Artist** to finish and improve an already existing realistic human avatar.
**This is NOT a character creation project from scratch.**
I already have a complete `.glb` character which contains:
* full body mesh
* humanoid skeleton / rig
* skinning
* textures and materials
* separate head mesh
* 51 existing facial morph targets / blendshapes
* facial expressions
* existing walking / animation data
The objective is to take this existing character and turn it into a **high-quality, production-ready digital human avatar** for real-time use.
The final avatar will be used in an interactive AI application, so both visual quality and technical reliability are extremely important.
## 1. Preserve the Existing Character
The supplied **Character (1).glb must be used as the production base**.
I do NOT want the character rebuilt from scratch unless there is a very strong technical reason.
Please preserve wherever possible:
* existing topology
* UVs
* textures
* materials
* skeleton
* skin weights
* existing 51 facial blendshapes
* facial animation compatibility
Any changes must be made carefully so that existing functionality is not destroyed.
## 2. Improve Facial Likeness / Head Geometry
The most important visual requirement is the **identity and head shape**.
I will provide reference photographs of the real person from several angles.
Please improve the neutral head geometry so that the avatar matches the real person as closely as technically possible.
The focus should be on:
* overall skull silhouette
* skull width and height
* temples
* forehead
* cheek volume
* jaw width and shape
* chin shape
* eye socket depth
* eye position
* nose shape and projection
* mouth proportions
* side profile
* facial proportions
Please prioritize **large anatomical proportions and silhouette before pores or small skin details**.
Do not simply sculpt the likeness by eye if a more objective method can be used.
Experience with workflows such as:
* multi-view facial fitting
* facial landmark fitting
* KeenTools FaceBuilder
* Faceform / R3DS Wrap
* FLAME
* geometry wrapping
* surface deformation
* camera-matched overlays
is highly appreciated.
The existing production topology should ideally be deformed to the improved identity shape rather than replaced.
## 3. Preserve and Validate the 51 Facial Blendshapes
The current head already contains approximately **51 facial morph targets / blendshapes**.
These must remain functional after the facial geometry changes.
Please test the complete facial system and correct any broken deformations.
Particular attention must be paid to:
* eyelids
* blinking
* eyebrows
* eyes
* cheeks
* jaw
* lips
* mouth corners
* smile
* mouth opening
* lip compression
* lip rounding
* facial expressions
No exploding vertices, clipping or unnatural deformation should occur.
## 4. Proper Lip Sync / Visemes
The avatar must work properly as a **talking AI avatar**.
Please verify whether the current blendshape set provides sufficient phoneme / viseme support.
If necessary, create or correct dedicated lip-sync visemes.
I would ideally like support for a standard viseme system such as:
* sil / neutral
* PP
* FF
* TH
* DD
* kk
* CH
* SS
* nn
* RR
* aa
* E
* ih
* oh
* ou
or an equivalent production-ready mapping.
If the existing ARKit-style facial shapes can be used to generate these visemes reliably, that is also acceptable.
Please provide documentation showing which blendshape(s) should be driven for each viseme.
The final result must produce convincing speech, not simply open and close the jaw.
## 5. Eyes
Please carefully check:
* eye rotation
* blinking
* eyelid deformation
* eyelids following the eyeball correctly
* no eyeball clipping
* no visible gaps around the eyes
* natural neutral eye position
The eyes are particularly important because errors here immediately make a digital human look unnatural.
## 6. Mouth / Teeth / Inner Mouth
Please check and correct:
* lips
* teeth
* tongue if available
* mouth interior
* jaw opening
* mouth closure
* lip intersection
* teeth clipping
Speech must look natural from both frontal and 3/4 views.
## 7. Full Body Rig
The body must work reliably with standard humanoid animations.
Please inspect and improve:
* skeleton hierarchy
* weight painting
* shoulders
* elbows
* wrists
* fingers
* hips
* knees
* ankles
* neck
* head
I previously experienced problems with hands/fingers during animations, so **finger deformation must be checked carefully**.
## 8. Mixamo / Standard Animation Compatibility
The final avatar should work reliably with common humanoid animations.
Please test it with several animations, including:
* idle
* walking
* turning
* talking/gesturing
* thumbs up
* dancing or another animation with strong arm/leg movement
Mixamo-compatible animation retargeting is highly desirable.
There must be:
* no broken fingers
* no twisted wrists
* no collapsing shoulders
* no stretched geometry
* no strange leg deformation
* no body seams opening during movement
## 9. Useful Expressions
Please provide several production-ready expressions such as:
* neutral
* friendly smile
* big smile
* happy
* surprised
* confused
* thoughtful
* sad
* angry
* eyebrow raise
* blink
The neutral expression should look natural and friendly, not unintentionally angry.
## 10. Production Quality / Geometry Cleanup
Please inspect the complete character for technical problems such as:
* visible mesh seams
* duplicate geometry
* intersecting geometry
* bad normals
* broken normals
* shading artifacts
* texture seams
* disconnected vertices
* incorrect weights
* clipping
* unnecessary geometry
* extreme polygon density
* GLB export problems
Please correct anything that could cause problems in a real-time application.
## 11. Real-Time / WebGL Use
The avatar will be used in an interactive real-time application and should therefore be reasonably optimized.
Please preserve visual quality while avoiding unnecessary complexity.
The final `.glb` must load correctly in standard glTF/WebGL viewers.
## 12. Required Preview Before Final Approval
Before final delivery I need:
### Facial validation renders
Neutral close-up renders from:
* exact front
* 45° left
* 45° right
* exact left profile
* exact right profile
Please use approximately the same focal length and neutral lighting so that the renders can be compared against photographs.
### Animation test video
Please provide one video showing:
1. idle
2. walking
3. turning
4. talking / lip sync
5. blinking
6. smiling
7. several facial emotions
8. hand/finger movement
9. thumbs up
10. one stronger full-body animation such as dancing
I will approve the final avatar only after these tests work correctly.
## 13. Final Deliverables
I need:
* final production-ready `.glb`
* complete editable `.blend` source file
* FBX export if useful
* all textures
* all materials
* original source files necessary to continue development
* working full body rig
* working facial blendshapes
* working visemes / lip sync
* animation test files
* short documentation listing:
* skeleton structure
* facial blendshape names
* viseme mapping
* animation names
* any important export settings
The source file is an important deliverable.
## Important
Please do not apply destructive modifications to the only copy of the model.
Keep a backup of the original character and work non-destructively wherever possible.
### What I am NOT looking for
I am NOT looking for:
* someone who simply runs the model through an automatic rigging service
* someone who rebuilds the complete character unnecessarily
* someone who only produces nice renders
* someone without facial-rigging experience
I specifically need someone experienced with:
**Blender + realistic human characters + facial blendshapes + visemes/lip sync + full-body rigging + production GLB assets.**
## When Applying
Please answer these questions:
1. Have you worked with realistic human facial blendshapes before?
2. Have you created ARKit/FACS or viseme-based facial rigs?
3. Can you preserve existing blendshapes while modifying the neutral head geometry?
4. Have you done geometry wrapping / facial fitting before?
5. Can you test the avatar with Mixamo or equivalent humanoid animations?
6. Can you deliver both `.blend` and `.glb`?
7. Please show examples of realistic human avatars you personally rigged or improved.
8. Please give me a **fixed price for completing the existing character**, not a price for creating a new character from scratch.
Please examine the supplied GLB before promising that you can complete the work.
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