Optimize Two Game Environments

USD 10–30

OpenListed onFreelancer.com
Fixed

About the project

I have two fully-modelled environments already exported as FBX files. They look fine, but the poly count is far too high for real-time use, especially in areas that players will never see. Your task is to go through each scene, strip out or decimate everything hidden from the playable space, and return the leanest possible versions without affecting the visible silhouette, UVs, or texture assignments. I will provide the original FBX files along with reference images that show the camera limits and walkable zones. Once you finish, send back updated FBX files and a quick comparison report that lists original versus optimised triangle counts so I can confirm the improvement in-engine. If you prefer Blender, Maya, 3ds Max, or any other tool, that’s fine as long as the final export remains clean FBX. This is strictly for a game build, so please keep draw-call efficiency and lightmap integrity in mind. I’m ready to start as soon as you are and will be available for quick feedback rounds if something needs tweaking.

Skills required

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