High-Poly and detailMobile Game Characters
Budget / Salary$250–750
TypeFreelance project
LocationRemote
Posted2 hours ago
I need a skilled 3D artist to build low-poly, stylised humanoid characters for a mobile game. The emphasis is on clean topology, efficient UVs and a look that stays readable on small screens.
Scope
• Model one core humanoid character first, then iterate on additional variants as the art style is locked down.
• Keep the triangle count mobile-friendly while retaining strong silhouettes.
• Apply hand-painted textures that pop on mid-range devices.
• Include a basic game-ready rig with clear joint naming for Unity or Unreal import.
• Supply source files (Blender or Maya) plus exported FBX, texture maps (PNG/TGA) and a short turntable render.
Chosen direction
Humanoid figures are the priority. If we later expand into side-kick creatures, they should follow a realistic animal style, so please show any relevant examples in your portfolio.
Workflow & tools
I’m comfortable reviewing work produced in Blender, Maya and Substance Painter, so use whichever pipeline you prefer. Expect a quick feedback loop; I’ll provide concept sketches and in-engine screenshots to speed up iterations.
When you reply, add a link to your portfolio highlighting comparable low-poly assets and note your estimated turnaround for the first character.
Scope
• Model one core humanoid character first, then iterate on additional variants as the art style is locked down.
• Keep the triangle count mobile-friendly while retaining strong silhouettes.
• Apply hand-painted textures that pop on mid-range devices.
• Include a basic game-ready rig with clear joint naming for Unity or Unreal import.
• Supply source files (Blender or Maya) plus exported FBX, texture maps (PNG/TGA) and a short turntable render.
Chosen direction
Humanoid figures are the priority. If we later expand into side-kick creatures, they should follow a realistic animal style, so please show any relevant examples in your portfolio.
Workflow & tools
I’m comfortable reviewing work produced in Blender, Maya and Substance Painter, so use whichever pipeline you prefer. Expect a quick feedback loop; I’ll provide concept sketches and in-engine screenshots to speed up iterations.
When you reply, add a link to your portfolio highlighting comparable low-poly assets and note your estimated turnaround for the first character.
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