AI Character Retopo & Rig

EUR 30–250

OpenListed onFreelancer.com
Fixed

About the project

I am supplying a single Blender file that contains an AI-generated humanoid. The model looks great at first glance, but the topology is full of overlapping vertices and a lot of extra geometry that makes it unusable in production. Your task is to turn this into one clean, watertight mesh and then rig both the body and face so I can drop it straight into Unreal Engine 5.8, hook it up to Live Link, and record body-and-face mocap clips inside Sequencer. Scope of work • Retopology: Remove unnecessary geometry, weld overlapping vertices and produce an even, animation-friendly quad flow. • Consolidation: Merge any loose parts into a single mesh while keeping existing proportions intact. • Body rig: UE5.8 mannequin-compatible skeleton (root, pelvis, IK, twist bones, etc.) ready for retargeting and Live Link streaming. • Facial rig: Full facial mocap compatibility—blend-shape or joint-based system that supports the standard 52 ARKit shapes (or an equivalent set that Unreal recognises out of the box). • Exports: Clean .blend plus FBX and UE asset folders so I can test import with zero errors. Acceptance criteria 1. Mesh passes Unreal’s mesh validation with no non-manifold edges or stray verts. 2. Skin weights deform smoothly in Blender and inside UE with default animations. 3. Face rig drives all required shapes; Live Link Face (or similar) maps correctly without extra setup. 4. File naming and hierarchy stay tidy so I can iterate later. Please let me know your estimated turnaround time and any questions about the rig conventions you prefer to use.

Skills required

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