Original Game-Ready Spaceship Design
USD 30–250
About the project
# Project Title Create One Original Game-Ready Human Destroyer Spaceship in Blender and GLB Format # Budget Fixed budget: **$100 USD** This is a paid test commission for one ship. If the completed model meets the visual and technical requirements, I intend to commission additional ships from the same artist. # Project Overview I need one original, game-ready destroyer spaceship for a browser-based, top-down space game. The ship belongs to a human fleet whose vessels should look like they were designed and manufactured by the same Earth-based aerospace and defense company. The visual direction should combine: * Modern USAF-style military aerospace design * Functional Earth-built military science fiction * Subtle inspiration from the human ships seen in Stargate * Naval warships, submarines, armored aircraft and orbital hardware * Practical engineering and layered armor * Strong readability from a top-down camera The design must be completely original. Do not copy Stargate ships, real military aircraft, existing game ships, USAF insignia or other copyrighted designs. Avoid a conventional triangular or wedge-shaped ship. Favor an elongated, rectangular, hexagonal or modular armored silhouette. # Destroyer Specifications | Property | Requirement | | ---------------------------- | ------------------------------- | | Ship class | Destroyer | | Approximate length | 100 meters | | Main engines | 2 | | Universal turret/tool mounts | 4 | | Mining-only mounts | 0 | | Missile bays | 1 | | General cargo capacity | 35 gameplay units | | Specialized cargo hold | None | | Primary role | Dedicated combat warship | | Camera | Primarily top-down orthographic | The destroyer is a purpose-built warship intended to hunt smaller ships and threaten larger vessels. It should include: * Long reinforced central hull * Layered military armor * Two substantial main engines * Concentrated forward armor * Clearly protected bridge or command section * Military sensors and communications equipment * Radiators and maneuvering thrusters * Four visible standardized equipment sockets * One armored missile-launcher bay * Small protected internal cargo compartment * Minimal external cargo infrastructure * Maintenance panels, access hatches and realistic engineering details The ship should look unmistakably military, but it should not be shaped like a triangle or atmospheric fighter. # Color and Material Direction Use: * Cool gray and gunmetal primary armor * Charcoal recessed sections and underside * Muted navy-blue armor or sensor panels * Small amber or yellow safety markings * White low-visibility identification markings * Fictional military insignia * Limited realistic paint wear, heat discoloration and operational weathering Do not use actual USAF or Stargate insignia. # Engines The destroyer requires two visible main engines. Create these named Blender Empty objects: ```text engine_01 engine_02 ``` Each engine node must: * Be positioned at the center of the engine’s exhaust opening * Use local `-Z` as the exhaust/plume direction * Use local `+Y` as the engine’s top * Be aligned correctly for attaching a procedural engine plume The engines may have emissive surfaces, but do not permanently model engine plumes. Optional custom properties for each engine node: ```json { "nozzleRadius": 1.5, "recommendedPlumeLength": 6, "plumeColor": "#62d8ff" } ``` Exact values may be adjusted to suit the final design. # Universal Hardpoints The ship requires four empty standardized universal mounts: ```text hardpoint_universal_01 hardpoint_universal_02 hardpoint_universal_03 hardpoint_universal_04 ``` These mounts can accept turrets or other compatible equipment in the game. Requirements: * Do not permanently attach weapons * Model a visible standardized circular mounting socket * Place each node at the exact center of its socket * Local `+Y` points directly away from the hull * Local `+Z` indicates the default forward direction * Use medium-size mounts consistently Arrange the four mounts with useful combat coverage. A suggested arrangement is: * One forward dorsal mount * One port midship mount * One starboard midship mount * One aft dorsal mount The exact arrangement may change if the artist proposes a better design with believable firing arcs. # Missile Bay The ship requires one armored missile bay: ```text hardpoint_launcher_01 ``` Requirements: * Flush or recessed into the hull * Protected by an armored hatch or launcher housing * Node positioned at the center of the missile exit * Local `+Z` points in the missile firing direction * No missile or launch effect permanently included # Orientation and Boundary Nodes The GLB must use: * Right-handed coordinates * `+Y` as the top of the ship * `+Z` as the front/nose * `-Z` as the rear/engine direction * One unit equals one meter Create these required nodes: ```text ship_root visual_center bounds_front bounds_rear bounds_top bounds_bottom bounds_left bounds_right ``` Requirements: * `ship_root` must be located at `[0, 0, 0]` * `ship_root` must use identity rotation * `ship_root` must use `[1, 1, 1]` scale * The origin should be close to the ship’s center of mass * Boundary nodes should mark the physical extremes of the model * Engine plumes should not be included in the rear boundary # Shield Node Create: ```text shield_origin ``` Position it at the center of the intended shield volume. Its node scale should represent the X, Y and Z radii of an ellipsoid surrounding the complete ship. Do not model the shield itself. # Damage Nodes Create at least four damage-effect locations: ```text damage_01 damage_02 damage_03 damage_04 ``` Place them at visually interesting locations such as: * Forward armor * Midship engineering section * Bridge or sensor area * Rear engine section Local `+Y` should point outward from the hull. The game will generate fire, sparks, smoke, debris and explosions at these nodes. # Cargo and Docking Nodes The destroyer has a small protected internal cargo hold with a capacity of 35 gameplay units. Create: ```text cargo_origin cargo_door_01 dock_01 ``` Requirements: * `cargo_origin` marks the cargo-transfer effect location * `cargo_door_01` identifies the cargo door or door pivot * `dock_01` identifies the primary docking connection * The docking node’s local `+Z` points outward along the docking approach * The cargo door should be a separately named object where practical No cargo-door animation is currently required. # Additional Effect Nodes Create: ```text sensor_origin warp_origin ``` * `sensor_origin` should be positioned near the primary sensor system. * `warp_origin` should be positioned near the visual center of the complete ship. Optional navigation-light and maneuvering-thruster nodes may also be included using: ```text light_nav_red_01 light_nav_green_01 light_strobe_01 thruster_rcs_01 thruster_rcs_02 ``` If multiple optional nodes are used, number them sequentially without gaps. # Root Metadata Enable Blender custom-property export to glTF. Add these custom properties to `ship_root`: ```json { "anchorSchema": "echo_ship_v1", "assetType": "ship", "modelId": "destroyer", "units": "meters", "forwardAxis": "+Z", "upAxis": "+Y" } ``` All node names must be unique. # Technical Requirements Deliver: * Editable Blender `.blend` source file * Game-ready glTF 2.0 binary `.glb` * Original texture source files * PBR metallic/roughness materials * Base-color texture * Metallic/roughness texture * Normal map * Ambient-occlusion map where useful * Emissive texture for engines, windows and lights * Clean UV mapping * Applied transforms * No missing external dependencies * No permanently attached weapons or effects * No animations required * Approximately 25,000–40,000 triangles * Approximately 2048×2048 texture resolution * Successful GLB validation * Successful loading with Three.js `GLTFLoader` A reduced-detail LOD version is preferred but may be quoted separately if it cannot be included within the fixed budget. # Originality and Rights The model must be an original design suitable for a commercial game. The final delivery must include: * Full commercial usage rights * Editable source files * Permission to modify, recolor, optimize and integrate the model * Confirmation that no unlicensed third-party models, textures, logos or kitbash assets were used * Disclosure of any external resources and their licenses * Disclosure of any generative-AI tools used # Required Preview and Approval Process Before completing the detailed model, provide: * Top view * Side view * Front or rear view * Three-quarter perspective view I must approve the overall silhouette and hardpoint placement before detailed texturing begins. Please include at least one reasonable revision round. # Information Required With Your Bid Please provide: 1. Examples of original hard-surface science-fiction work. 2. Examples of GLB or glTF models. 3. Confirmation that you understand Blender Empty objects and named attachment nodes. 4. Confirmation that the delivered GLB will retain all required nodes. 5. Confirmation that you will provide the Blender source file. 6. Estimated completion time. 7. Number of revisions included. 8. Confirmation that the work will be original and commercially usable. This is the first ship in a planned fleet. Successful completion may lead to additional commissions for a starter ship, shuttle, corvette, frigate, cruiser, battlecruiser, battleship, mining barge, transport and freighter.
Skills required
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