Medium-Poly Blender Character Animation
Budget / SalaryHourly project
TypeFreelance project
LocationRemote
Posted1 hour ago
I’m looking for someone fluent in Blender who can take a medium-poly character from concept to a finished, fully animated scene. The goal is to produce expressive, game-ready motion—not a hyper-real cinematic—so the mesh should sit comfortably in the medium-poly range while still reading well on close-ups.
Here’s what I need done:
• Model a single humanoid character at a medium level of detail (clean topology, subdivision-friendly, sensible UVs).
• Rig it for standard biped movement plus facial controls for basic dialogue and emotion.
• Animate a short performance loop (around 10–15 seconds) that shows personality—think idle shift, turn, wave, or a simple interaction.
• Hand off the native .blend file along with an FBX export so I can drop it straight into my real-time environment.
For acceptance, I’ll be checking deformation on extreme poses, that the polycount is kept reasonable for a medium-poly asset, and that the animation plays smoothly at 24 fps without foot sliding or popping.
If this sounds like your sweet spot in Blender, let’s talk timing and any references you’ll need from me.
Here’s what I need done:
• Model a single humanoid character at a medium level of detail (clean topology, subdivision-friendly, sensible UVs).
• Rig it for standard biped movement plus facial controls for basic dialogue and emotion.
• Animate a short performance loop (around 10–15 seconds) that shows personality—think idle shift, turn, wave, or a simple interaction.
• Hand off the native .blend file along with an FBX export so I can drop it straight into my real-time environment.
For acceptance, I’ll be checking deformation on extreme poses, that the polycount is kept reasonable for a medium-poly asset, and that the animation plays smoothly at 24 fps without foot sliding or popping.
If this sounds like your sweet spot in Blender, let’s talk timing and any references you’ll need from me.
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