Modular Monster Design - Gnasher

via Freelancer ·

Budget / Salary$250–750
TypeFreelance project
LocationRemote
Posted2 hours ago
I need an experienced Blender creature artist to create an original, detailed, game-ready modular monster called the Gnasher for an Unreal Engine 5.8 PC game.

I will provide four front, back, and side reference images. The intended design is a tall, lean, forward-pitched predator with a long articulated jaw, pale bone-like flesh plating, exposed red tendons, dark iron-and-brass restraint collars, clawed hands, and digitigrade legs. It should look fast, agile, and built for grabbing, biting, pursuing, and separating enemies—not like a heavy tank.

The references contain some inconsistencies, so the artist must reconcile them into one coherent design. I must approve the proportions, silhouette, and modular seams at the blockout stage before detailed sculpting begins.

Required deliverables:

* Detailed high-poly sculpt and clean, optimized game-ready model.
* Exactly six separately usable gameplay pieces: torso, head, left arm, right arm, left leg, and right leg.
* Detachable connection seams at the neck, shoulders, and hips.
* Closed/interior geometry and hidden caps at detachable seams so removed parts do not appear hollow.
* Elbows, wrists, fingers, knees, ankles, toes, neck, and jaw remain articulated parts of their respective limbs—not additional detachable pieces.
* Clean deformation-friendly topology around every moving joint.
* Separate left/right limb exports with applied transforms and no negative-scale mirroring.
* UV unwrapping, normal baking, and efficient 4K-source PBR textures, including Base Color, Normal, Roughness, AO, and Metallic where needed.
* A target assembled LOD0 budget of approximately 60,000–90,000 triangles. The artist may recommend adjustments before retopology. Please price manually created lower LODs separately.
* A relaxed A-pose suitable for animation.
* A game-ready rig suitable for procedural locomotion, IK, and later authored animation.
* Functional spine, neck, head, jaw, shoulder, upper-arm, forearm, hand, finger, thigh, shin, foot, and toe chains.
* The six modular skeletal pieces must align perfectly when assembled.
* Rigging must not begin until I approve the skeleton, bone-naming, joint orientation, and attachment-point plan.
* Simple range-of-motion and deformation tests for the jaw, neck, shoulders, elbows, wrists, fingers, hips, knees, ankles, and toes.
* Correct real-world scale and Unreal orientation. Approximately 235 cm tall is the current starting point, finalized during blockout.
* Successful skeletal-mesh import verification in Unreal Engine 5.8.

Final source delivery must include:

* Editable Blender file
* High-poly sculpt source
* Retopologized game meshes
* Texture source files and exported PBR maps
* Individual FBX exports for all six parts
* Complete assembled FBX
* Wireframe screenshots and polygon statistics

This contract does not include gameplay programming, Unreal Blueprints, Control Rig programming, procedural-animation code, physics programming, wound effects, or a complete animation set. Those will be handled separately after the model and rig pass integration. Only deformation and range-of-motion tests are required here.

I do not want a raw AI-generated mesh, uncorrected automatic retopology, stolen/stock character geometry, or a render-only asset. Any AI, marketplace, stock, or third-party material must be disclosed before hiring and legally licensed for commercial use. The completed custom asset, editable sources, and exclusive commercial usage rights must transfer to me upon final payment.

Planned paid milestones:

1. Reconciled design, proportions, modular seam plan, and full-body 3D blockout.
2. Approved high-poly sculpt.
3. Retopology, six modular pieces, UVs, and normal baking.
4. Final PBR textures and materials.
5. Rigging, weight painting, deformation tests, Unreal import verification, and complete source handoff.

Please include with your bid:

* Two or three relevant organic game-creature examples.
* Wireframe, topology, texture, and rigging examples—not renders alone.
* Previous Unreal Engine character experience.
* Your fixed total price and estimated schedule.
* The software you use and which stages you personally perform.
* A short explanation of how you would build the modular seams and rig.

Begin your proposal with the word “GNASHER” so I know you read the complete brief.
3d modelling 3d animation zbrush unreal engine blender 3d rigging game art character design texturing 3d game art
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