Premium Faceted 3D Number Eight
Budget / Salary€30–250
TypeFreelance project
LocationRemote
Posted1 hour ago
I need a sculptural “8” built in Blender that feels luxurious and physically convincing while remaining lightweight enough for mobile display. You’ll work from the visual references I supply, matching their elegant faceting and subtle optical depth.
Geometry should be intricate yet clean: no stray verts, tidy quads wherever possible, and logical naming for every object, material, and collection so I can edit the file later without hunting.
Optimisation matters. Please keep poly count sensible, bake any micro-detail to normal maps, and build PBR materials that run smoothly in real-time engines (Unity or Unreal) as well as in Eevee/Cycles. UVs must be non-overlapping, with resolution-agnostic 4 K textures as the default.
Deliverables
Editable source file (preferably Blender), final 3D Number 8 with editable materials, GLB/glTF export, and high-resolution front and 3/4 renders. Please also provide the final polygon/triangle count and texture resolutions. The asset should remain editable so materials can later be adapted into additional visual states.
Acceptance criteria
The model should closely reproduce the silhouette, proportions, depth, major facets and overall premium character of the supplied reference. It must remain clearly recognizable as the same design when viewed without dramatic lighting. Geometry should be clean and reasonably optimized, with no unnecessary complexity. Metallic/glass materials should create controlled optical depth and reflections without making the object look like a generic gemstone, neon asset, or simple extruded number
This is a paid prototype for one Number 8. The selected artist will be considered for the follow-up work: completing the remaining 0–9 family and creating three additional material/state variants. I understand that the first number and state will contain much of the initial setup, R&D and design work, while subsequent work should benefit significantly from reuse of the established geometry, materials and workflow.
Geometry should be intricate yet clean: no stray verts, tidy quads wherever possible, and logical naming for every object, material, and collection so I can edit the file later without hunting.
Optimisation matters. Please keep poly count sensible, bake any micro-detail to normal maps, and build PBR materials that run smoothly in real-time engines (Unity or Unreal) as well as in Eevee/Cycles. UVs must be non-overlapping, with resolution-agnostic 4 K textures as the default.
Deliverables
Editable source file (preferably Blender), final 3D Number 8 with editable materials, GLB/glTF export, and high-resolution front and 3/4 renders. Please also provide the final polygon/triangle count and texture resolutions. The asset should remain editable so materials can later be adapted into additional visual states.
Acceptance criteria
The model should closely reproduce the silhouette, proportions, depth, major facets and overall premium character of the supplied reference. It must remain clearly recognizable as the same design when viewed without dramatic lighting. Geometry should be clean and reasonably optimized, with no unnecessary complexity. Metallic/glass materials should create controlled optical depth and reflections without making the object look like a generic gemstone, neon asset, or simple extruded number
This is a paid prototype for one Number 8. The selected artist will be considered for the follow-up work: completing the remaining 0–9 family and creating three additional material/state variants. I understand that the first number and state will contain much of the initial setup, R&D and design work, while subsequent work should benefit significantly from reuse of the established geometry, materials and workflow.
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