Hard-Surface Model Topology Cleanup

via Freelancer ·

Budget / Salary$50–80
TypeFreelance project
LocationRemote
Posted1 hour ago
I am looking for a technical 3D modeler to perform localized mesh repair on a hard-surface sci-fi vehicle hull (Blender 5.1 / FBX workflow).

Start your proposal with the exact phrase: 0,0,0 Origin Confirmed. Bids missing this exact phrase will be instantly declined.

This is strictly a Topology Cleanup job, NOT a full retopology. The overall structural integrity and proportions of the model are final. Your task is to resolve n-gons and stray edges along a specific horizontal trim section, stitch the upper and lower hull meshes together cleanly, and dissolve unnecessary triangles across the main panels.

Scope of Work:

Target Area: The continuous lateral strake separating the upper angular cabin from the curved lower hull (see attached images highlighted in green).

Surface Pinching Repair: Resolve the folded/pinched geometry on the upper side panel to ensure a perfectly flat, planar surface that will bake and shade cleanly in Substance 3D Painter without normal artifacts. Please include one sentence in your proposal explaining your technical approach to fixing this specific pinch.

Global Detriangulation / Spider-Web Repair: The main flat panels, rear cutouts, and bottom vents currently suffer from severe "spider-webbing" and long, thin triangles (as seen in the provided Edit Mode reference images). You must dissolve these unnecessary vertices and re-route the topology into clean, planar quads across all affected hull surfaces.

The Fix: Remove the existing n-gons, match the vertex count between the upper and lower boundary edges, and bridge the loops to create a continuous, seamless connection.

Strict Technical Constraints:

Do Not Merge Objects: The Hull.fbx contains multiple separate parts. You must keep them separate. Do not merge the hull into a single object, as I need to hide specific panels for interior camera and lighting access.

Locked Spatial Coordinates: The provided .fbx has all transforms applied. The global origin is exactly 0,0,0. You may only edit the mesh in Edit Mode. Do not move the objects in Object Mode or alter the origin point. It must drop back into my master assembly perfectly.

No Triangulation or Auto-Retopo: The final deliverable must remain quad-dominant. Do not shrink-wrap or rebuild the entire ship from scratch.

Deliverables & "Proof-on-Screen" Verification:
Before the milestone is approved, you must submit:

Clear wireframe viewport screenshots showing the repaired quad-dominant topology along the lateral strake, the smoothed front pinch, and the detriangulated main panels.

A screenshot of your Object Transform panel proving the Location coordinates remain exactly at X: 0, Y: 0, Z: 0.

To Apply:
Do not send a link to a generic portfolio. Attach exactly one wireframe screenshot of a hard-surface mechanical model you have previously cleaned or built.
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