Fallout 3 Jimmy Neutron Mod
Budget / Salary$10–30
TypeFreelance project
LocationRemote
Posted1 hour ago
I’m turning my next Fallout 3 play-through into a full Jimmy Neutron experience and the very first thing I need is an unmistakable, screen-accurate version of Jimmy’s gravity-defying hair inside the Gamebryo engine. The hair is priority one: it has to match the original cartoon style while still sitting naturally on the default child/teen mesh once imported through GECK.
Once the hairstyle is nailed, I’d like the same artist (or team) to move on to a simple retro-sci-fi outfit and, if scope allows, a mechanical companion model that evokes Goddard—nothing fancy on AI, just a rigged and textured canine bot that can follow, idle, and play a couple of basic animations.
I play on PC, so you can rely on NIF formats, Blender, NifSkope, and the usual GECK setup. If you prefer 3ds Max or other pipelines, that’s fine as long as the final assets load without errors in-game.
What I need from you:
• A detailed project proposal that breaks down how you’ll sculpt, texture, rig, and test the hair, plus estimated time for the clothing and companion stages.
• Any quick references to previous modding or character work that prove you can hit that Nickelodeon look while respecting Fallout’s lighting and shader limits.
Acceptance check for the hair phase: the style looks correct from every angle, weights properly to the head skeleton, shows no clipping with the default body, and includes a working .esp that lets me select it in the character creator. Deliver that, and we’ll roll into the outfit and Goddard right after.
Once the hairstyle is nailed, I’d like the same artist (or team) to move on to a simple retro-sci-fi outfit and, if scope allows, a mechanical companion model that evokes Goddard—nothing fancy on AI, just a rigged and textured canine bot that can follow, idle, and play a couple of basic animations.
I play on PC, so you can rely on NIF formats, Blender, NifSkope, and the usual GECK setup. If you prefer 3ds Max or other pipelines, that’s fine as long as the final assets load without errors in-game.
What I need from you:
• A detailed project proposal that breaks down how you’ll sculpt, texture, rig, and test the hair, plus estimated time for the clothing and companion stages.
• Any quick references to previous modding or character work that prove you can hit that Nickelodeon look while respecting Fallout’s lighting and shader limits.
Acceptance check for the hair phase: the style looks correct from every angle, weights properly to the head skeleton, shows no clipping with the default body, and includes a working .esp that lets me select it in the character creator. Deliver that, and we’ll roll into the outfit and Goddard right after.
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