Unity Mobile Wing Set Creation
Budget / Salary$10–70
TypeFreelance project
LocationRemote
Posted55 minutes ago
Hi! I need a game-ready, fully rigged and animated wing set (wings + armored harness) for my mobile battle royale game in Unity. It replaces the parachute: players buy it in the store, it appears when they jump from the plane and disappears on landing. I attached 7 reference images (REF_01 to REF_07).
This is a first project between us. If I am happy with the quality and the way we work together, I plan to continue with one artist for all future wing sets, skins and other cosmetic designs for the game, so I am looking for a long-term partner.
REFERENCES
- REF_01 to REF_05: final wing shape with sculpted eagle-head wing roots, male/female fit, back view, root close-up.
- REF_06: harness design (main harness reference). Exactly TWO horizontal straps across the spine.
- REF_07: colors and the folded pose.
- The images are AI concept art. Simplify the feather detail for mobile. Colors below win over the images (REF_01-05 are grey clay renders).
DESIGN AND COLORS
- Whole set: soft off-white, slightly weathered and dirty, subtle black accents. No gold.
- Wings: bird-structure wings, about 2.7-3 m wingspan when fully spread, matching REF_01 (for a 180 cm character): the wings rise about 50-60 cm above the head and the lowest feathers reach the ankles Layers: long flight feathers, middle feathers, short covert feathers. Long feathers fade into charcoal-black tips with a few dark speckles. Each wing root is a sculpted eagle head. Slim sculpted bone frame along the top edge.
- Harness: two curved armor plates on the shoulder blades ending in claw-like points, layered segments, fine engraving, dark gunmetal trim, light wear. Each plate has a large round lens mount (wing attaches here) and a smaller lens. Two straps with buckles across the spine. Layered shoulder pieces; padded straps over the shoulders and under the arms meet at a round chest buckle. Slim, not bulky.
- Materials: matte feathers, slightly glossy off-white armor, gunmetal trim, dark grey fabric straps, dark glass lenses with soft glow. No logos, letters or numbers.
BODY FIT
- Must fit two athletic bodies with the SAME skeleton: male 180 cm, female 178 cm. No clipping in any pose.
- My final bodies are not ready, so please build on base mannequins with these heights and deliver them too.
- Harness fitted to both bodies (two versions or one blend shape). Refitting to my final bodies later must be easy.
MESH
- Build every part as a separate named object in the source file, then merge into ONE skinned game mesh with ONE texture set.
- Feathers as alpha-cutout cards (double-sided where visible), no crossing when folding, flapping or wrapping.
- LOD0 6,000-10,000 tris, LOD1 ~4,000, LOD2 ~1,500 (whole set). High-poly bake for eagle heads, plates and engraving. Real scale in meters.
TEXTURING (I will make new skins later)
- One 2048x2048 texture set (ask me before adding a second 1024 set).
- Editable Substance Painter .spp: layers named by part, smart masks live, baked maps included, Unity export preset.
- Color ID map + color mask texture (R feather base, G feather tips, B plates, A trim).
- PNG exports: BaseColor (alpha), Normal (OpenGL), MetallicSmoothness (Unity), AO, Emission, ColorMask, ID.
RIG
- Standard humanoid skeleton that works as a Unity Humanoid avatar, same on both bodies.
- Harness skinned to Spine, Chest, UpperChest, Shoulders and upper arms.
- Per wing (_L/_R), parented to Chest: Wing_Root (drives the eagle head), Wing_Shoulder, Wing_Elbow, Wing_Wrist, Wing_Tip, Feather_Primary_01-04, Feather_Secondary_01-03, Feather_Covert_01-02. Plus a Back_Socket empty under Chest.
ANIMATIONS (no root motion, seamless loops, matching start/end poses)
- Wings_Folded_Idle (loop, 2 s): folded tight on the back like a resting falcon, inside shoulder width, tips at the back of the thighs.
- Wings_Open (1 s): elbow, then wrist, then feathers fan out.
- Wings_Glide (loop, 3 s): fully spread, soft wave, feather tips trembling.
- Wings_Bank_L / Wings_Bank_R (loop, 2 s): tilt into turns.
- Wings_Flap (1.2 s): 2-3 strong bird flaps when the player taps a button.
- Wings_Wrap_In (0.8 s), Wings_Wrap_Idle (loop, 2 s), Wings_Wrap_Out (0.8 s): wings sweep forward and close around the whole character like a cocoon (shoulders to knees, no gaps, no clipping), then open back to glide.
- Wings_Land_Fold (0.8 s): quick fold before landing.
WIND
- Feather motion baked into the airborne loops, stronger at the tips.
- Feather bones prepared for a runtime spring/jiggle system in Unity (tell me which one you use, include settings).
- Optional: vertex wind in the feather shader (quote separately).
DELIVERY
- Source file (.blend / .ma / .max) with separate parts, rig and animations; high-poly; low-poly LODs; both mannequins.
- FBX (scale 1, Y up, +Z forward) with skeleton, all clips, LOD0/1/2.
- Editable .spp + PNG textures.
- Unity URP package: prefab on both mannequins, materials (alpha cutout), Animator Controller, wind setup, test scene with keys to trigger every clip. ASTC compression, tested on a mid-range phone.
- Preview video (turntable + all animations, both bodies) and a README (part/bone names, clip list, setup steps, polycounts).
PROCESS AND RIGHTS
- I approve each stage from screenshots/videos: blockout, high-poly, low-poly + UVs + bake, texturing, rig + fold test, animations, final delivery. At least 2 revisions per stage. Payment per milestone if possible.
- Made from scratch; no purchased/downloaded/AI meshes or textures without my written approval. I get full exclusive commercial rights to all files, including making new versions and skins. Portfolio use after the game's release or with my OK.
PLEASE REPLY WITH
- Total price and price per milestone, delivery time per milestone
- Your software and Substance Painter version
- Which spring bone system you will use
- Two harness versions or one blend shape
- 2-3 past works with rigged wings, feathers or creatures
- Anything in this brief you would change, and why
Thank you!
This is a first project between us. If I am happy with the quality and the way we work together, I plan to continue with one artist for all future wing sets, skins and other cosmetic designs for the game, so I am looking for a long-term partner.
REFERENCES
- REF_01 to REF_05: final wing shape with sculpted eagle-head wing roots, male/female fit, back view, root close-up.
- REF_06: harness design (main harness reference). Exactly TWO horizontal straps across the spine.
- REF_07: colors and the folded pose.
- The images are AI concept art. Simplify the feather detail for mobile. Colors below win over the images (REF_01-05 are grey clay renders).
DESIGN AND COLORS
- Whole set: soft off-white, slightly weathered and dirty, subtle black accents. No gold.
- Wings: bird-structure wings, about 2.7-3 m wingspan when fully spread, matching REF_01 (for a 180 cm character): the wings rise about 50-60 cm above the head and the lowest feathers reach the ankles Layers: long flight feathers, middle feathers, short covert feathers. Long feathers fade into charcoal-black tips with a few dark speckles. Each wing root is a sculpted eagle head. Slim sculpted bone frame along the top edge.
- Harness: two curved armor plates on the shoulder blades ending in claw-like points, layered segments, fine engraving, dark gunmetal trim, light wear. Each plate has a large round lens mount (wing attaches here) and a smaller lens. Two straps with buckles across the spine. Layered shoulder pieces; padded straps over the shoulders and under the arms meet at a round chest buckle. Slim, not bulky.
- Materials: matte feathers, slightly glossy off-white armor, gunmetal trim, dark grey fabric straps, dark glass lenses with soft glow. No logos, letters or numbers.
BODY FIT
- Must fit two athletic bodies with the SAME skeleton: male 180 cm, female 178 cm. No clipping in any pose.
- My final bodies are not ready, so please build on base mannequins with these heights and deliver them too.
- Harness fitted to both bodies (two versions or one blend shape). Refitting to my final bodies later must be easy.
MESH
- Build every part as a separate named object in the source file, then merge into ONE skinned game mesh with ONE texture set.
- Feathers as alpha-cutout cards (double-sided where visible), no crossing when folding, flapping or wrapping.
- LOD0 6,000-10,000 tris, LOD1 ~4,000, LOD2 ~1,500 (whole set). High-poly bake for eagle heads, plates and engraving. Real scale in meters.
TEXTURING (I will make new skins later)
- One 2048x2048 texture set (ask me before adding a second 1024 set).
- Editable Substance Painter .spp: layers named by part, smart masks live, baked maps included, Unity export preset.
- Color ID map + color mask texture (R feather base, G feather tips, B plates, A trim).
- PNG exports: BaseColor (alpha), Normal (OpenGL), MetallicSmoothness (Unity), AO, Emission, ColorMask, ID.
RIG
- Standard humanoid skeleton that works as a Unity Humanoid avatar, same on both bodies.
- Harness skinned to Spine, Chest, UpperChest, Shoulders and upper arms.
- Per wing (_L/_R), parented to Chest: Wing_Root (drives the eagle head), Wing_Shoulder, Wing_Elbow, Wing_Wrist, Wing_Tip, Feather_Primary_01-04, Feather_Secondary_01-03, Feather_Covert_01-02. Plus a Back_Socket empty under Chest.
ANIMATIONS (no root motion, seamless loops, matching start/end poses)
- Wings_Folded_Idle (loop, 2 s): folded tight on the back like a resting falcon, inside shoulder width, tips at the back of the thighs.
- Wings_Open (1 s): elbow, then wrist, then feathers fan out.
- Wings_Glide (loop, 3 s): fully spread, soft wave, feather tips trembling.
- Wings_Bank_L / Wings_Bank_R (loop, 2 s): tilt into turns.
- Wings_Flap (1.2 s): 2-3 strong bird flaps when the player taps a button.
- Wings_Wrap_In (0.8 s), Wings_Wrap_Idle (loop, 2 s), Wings_Wrap_Out (0.8 s): wings sweep forward and close around the whole character like a cocoon (shoulders to knees, no gaps, no clipping), then open back to glide.
- Wings_Land_Fold (0.8 s): quick fold before landing.
WIND
- Feather motion baked into the airborne loops, stronger at the tips.
- Feather bones prepared for a runtime spring/jiggle system in Unity (tell me which one you use, include settings).
- Optional: vertex wind in the feather shader (quote separately).
DELIVERY
- Source file (.blend / .ma / .max) with separate parts, rig and animations; high-poly; low-poly LODs; both mannequins.
- FBX (scale 1, Y up, +Z forward) with skeleton, all clips, LOD0/1/2.
- Editable .spp + PNG textures.
- Unity URP package: prefab on both mannequins, materials (alpha cutout), Animator Controller, wind setup, test scene with keys to trigger every clip. ASTC compression, tested on a mid-range phone.
- Preview video (turntable + all animations, both bodies) and a README (part/bone names, clip list, setup steps, polycounts).
PROCESS AND RIGHTS
- I approve each stage from screenshots/videos: blockout, high-poly, low-poly + UVs + bake, texturing, rig + fold test, animations, final delivery. At least 2 revisions per stage. Payment per milestone if possible.
- Made from scratch; no purchased/downloaded/AI meshes or textures without my written approval. I get full exclusive commercial rights to all files, including making new versions and skins. Portfolio use after the game's release or with my OK.
PLEASE REPLY WITH
- Total price and price per milestone, delivery time per milestone
- Your software and Substance Painter version
- Which spring bone system you will use
- Two harness versions or one blend shape
- 2-3 past works with rigged wings, feathers or creatures
- Anything in this brief you would change, and why
Thank you!
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