Game-Ready Hair & Indian Garments
Budget / Salary₹600–1,500
TypeFreelance project
LocationRemote
Posted2 hours ago
I’m preparing a real-time character and need two things built to a consistently professional standard: realistic hair cards and traditional Indian clothing.
Hair
• Workflow: Please generate the hair in Blender using curves; that is my preferred grooming tool.
• Result: High-fidelity hair cards only—no sculpted “clay” strands. I expect a tidy, game-ready FBX/Blend with organized collections, non-destructive modifiers, clean UVs, and packed PBR textures (albedo, normal, alpha, roughness).
Clothing
• Garments: Saree, Dhoti, and Lehenga.
• Detail level: Medium—these pieces will be viewed from mid-range, so major folds, drape, and trim must hold up, but micro-stitching can be implied in texture rather than modeled.
• Requirements: Even quad topology suitable for cloth simulation, single UDIM or 0-1 UV layout, and 4K PBR texture sets. Please keep polycounts sensible for UE5 or Unity but do not sacrifice silhouette flow.
Acceptance
1. Assets import into UE5 with zero shading errors.
2. No visible stretching or distortion on extreme cloth poses.
3. Hair alpha blends cleanly against varied HDR lighting.
Send a link to your portfolio that clearly shows previous game-ready hair card work and Indian (or similarly draped) cloth simulations. I will review mesh wireframes and texture sheets before awarding.
Hair
• Workflow: Please generate the hair in Blender using curves; that is my preferred grooming tool.
• Result: High-fidelity hair cards only—no sculpted “clay” strands. I expect a tidy, game-ready FBX/Blend with organized collections, non-destructive modifiers, clean UVs, and packed PBR textures (albedo, normal, alpha, roughness).
Clothing
• Garments: Saree, Dhoti, and Lehenga.
• Detail level: Medium—these pieces will be viewed from mid-range, so major folds, drape, and trim must hold up, but micro-stitching can be implied in texture rather than modeled.
• Requirements: Even quad topology suitable for cloth simulation, single UDIM or 0-1 UV layout, and 4K PBR texture sets. Please keep polycounts sensible for UE5 or Unity but do not sacrifice silhouette flow.
Acceptance
1. Assets import into UE5 with zero shading errors.
2. No visible stretching or distortion on extreme cloth poses.
3. Hair alpha blends cleanly against varied HDR lighting.
Send a link to your portfolio that clearly shows previous game-ready hair card work and Indian (or similarly draped) cloth simulations. I will review mesh wireframes and texture sheets before awarding.
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