Semi-Realistic Human Character Mesh

USD 250–750

OpenListed onFreelancer.com
Fixed

About the project

Project: Game-ready 3D female body mesh (stylized "bioandroid" proportions) for a real-time web engine (Three.js / WebGL)/ indie game. I'm commissioning a high-quality, game-ready 3D female body mesh for a real-time character system (Three.js/WebGL, NOT Unreal/Unity). This is a single shared body that multiple characters will be skinned onto, so topology and deformation quality matter more than anything else. THE CHARACTER (bioandroid): A petite (~5'0" / 152cm) female bioandroid with deliberately stylized proportions. The defining trait is an narrow, slightly elongated waist/torso. Medium perky breasts, hips (~34-36"), plump thighs with no thigh gap, naturalistic skin with freckles. The "bioandroid" quality lives in the BODY SILHOUETTE, not in biomechanical surface detail — the skin is soft and natural, not plated or biomech. The look is "impossible proportions, natural surface" — between realistic and stylized, leaning toward a polished art-directed figure. ANATOMICAL SCOPE — please read before bidding: The body must be anatomically complete nude, including modeled genitalia and breasts (no Barbie-smooth crotch, no pasted-on nipples). There is a need for some nudity in the project. If you don't take adult/anatomical work, please skip — I'd rather know upfront than mid-project. DELIVERABLES: 1. Retopologized game-ready mesh — clean quad topology, good edge flow through the waist, breasts, hips, neck seam, and face. Target ~20–35k triangles for full body+head (tune with me; real-time web target). NOT a high-poly ZBrush sculpt as the deliverable — a high-poly sculpt source is welcome alongside, but the runtime mesh is what I'm paying for. 2. Clean UVs, non-overlapping, organized into a small number of material sets. 3. Base PBR textures: base color (uncensored), roughness, normal (baked from the high-poly), at 4K. I have my own texture-enhancement pipeline, so clean base maps are what I need — you don't need to deliver final look-dev, though I am more than willing to talk here. 4. Expression blendshapes on the head (ARKit's 52 set, or a comparable FACS set) — IF you can deliver these, call it out as a separate line item, as it changes scope/price. 5. Rigged to an Epic/UE-style skeleton (pelvis / spine_01..03 / thigh_l / calf_l / ball_l / clavicle_l / upperarm_l / lowerarm_l / hand_l / neck_01 / head + twist + finger bones) — IF you can deliver this, call it out separately. I can rig in-house if not. 6. Source files: .blend (Blender 4.x+) and FBX. I run a headless Blender build pipeline, so the .blend must open cleanly in stock Blender with no paid plugins. 7. Wireframe turnaround renders (front/side/back/3-quarter, wireframe AND shaded) so I can evaluate topology before final delivery. WHAT I CARE ABOUT MOST (in order): 1. Topology that deforms cleanly when posed — especially at the narrow waist, the breast root and inner pole, the hip/leg join, and the neck seam. 2. Breast shape: natural and perky, NOT tubular / confluent / saggy. 3. Facial structure: real bony/structural definition (brow, nasal bridge, cheekbones, jaw, lip shape), NOT a smooth Barbie face. The surface texturing I'll handle; the FORM is what I need from you. 4. Clean UVs and good base textures. TO BID, PLEASE INCLUDE: - Portfolio links, WITH wireframe/topology views if you have them (beauty renders alone are hard to evaluate). - Whether you can deliver expression blendshapes and/or UE-skeleton rigging (as separate line items). - Your software (Blender preferred for source delivery). - Confirmation you're comfortable with the adult anatomical scope. - Your target poly count and turnaround time. LICENSE: Full commercial use, real-time/game use, right to modify and use in my product, exclusive to me (no resale of the asset). Source files included.

Skills required

3D Rendering3D Modelling3D AnimationBlender3D Visualization3D Graphic Design3D Art3D Illustration3D Game Art

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