Melee 3rd person Borderlands Cartoony Character Design & Rigging
USD 30–250
About the project
I have an Unreal Engine project that needs four playable heroes brought to life in a bold, cel-shaded style reminiscent of Borderlands—think exaggerated lines, chunky silhouettes, and a light-hearted Camelot vibe. Each hero must be fully modeled, textured, and rigged on the UE5 mannequin (or equivalent custom skeleton) with Control Rig / Animation Blueprint support so I can swap animations later without headaches. Gameplay mobility The animation set has to cover the full movement loop: idle, walk, sprint, jump (with fall and land), climb, slope traverse, dive, crouch, and a smooth transition system between them. I’ll test everything on varied terrain to be sure no foot sliding or joint pops appear. Weapon handling Every character should be able to equip and attack with a generous medieval–fantasy arsenal—swords (broadsword, rapier, arming sword, great-sword), axes (hand axe through executioner), polearms and halberds, maces, war hammers, whips, daggers, longbows, shortbows, crossbows (including heavy arbalest and repeating hand-crossbow), staves, wands, spell books, slingshots, and maulers. I need correct sockets, two-hand offsets where relevant, and at least one attack loop plus a combo-ready additive for each weapon class so I can extend it later. Environment considerations The characters will roam anything from rugged hills and cavernous drops to deep forests and quirky dungeons—basically a fantasy playground minus modern guns, castles, or tidy villages—so joint limits and cloth must cope with tight spaces, rope bridges, and steep inclines. Deliverables • Four finished UE-ready .uasset character files with LODs • Animation Blueprint(s) and BlendSpaces showing every movement & weapon set in action • Source files (Blender, Maya, or Max) with clean, named rigs • Test map demonstrating locomotion and weapon switching Acceptance criteria 1. No mesh clipping through armor in any provided animation. 2. All animations retarget cleanly inside UE5. 3. Build size stays reasonable via LODs and packed textures (2K preferred). 4. I can assign any listed weapon to any hero and play the attack montage without re-rigging. If this scope fits your pipeline, let’s talk time frame and milestones so we can get these goofy Camelot champions ready for adventure.
Skills required
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