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4 days ago
Employment
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🎨 Looking for 3D Character Artist (Stylized / Game-Ready)
I'm looking for a freelance 3D Modeler to bring a concept character to life!
Aesthetic & Lighting: Wuthering Waves style (Cel-shaded, clean NPR shading).
Facial Structure: Semi-realistic / Western features (as shown in concept art, not standard anime girl face).
Deliverables: Low/Mid-poly game-ready character mesh, UVs, stylized textures/shaders.
Modular Hairstyles: Hair mesh must be built as a separate modular sub-mesh with clean attachment points/sockets on the scalp to allow seamless runtime hair swapping.
Separated Props for Cinematic Animation: The chest amulet and hand/arm accessories must be detached from the main body mesh into separate objects (with their own origin points and pivot alignment) for independent keyframe/cinematic animation.
Base Body Rigging: Proper weight painting under clothing to prevent clipping during movement or mesh swaps.
Jiggle / Secondary Dynamics: Include dedicated secondary bones (and vertex groups) for chest physics inside Unity (boob physics), skirt/drapes, and pendant/chains.
Cloth Setup: Clean vertex weighting prepared for engine dynamic cloth simulation (e.g., Unreal Chaos Cloth / Unity Cloth) or rigid/spring bone chains. I'm using MagicaCloth2 inside Unity URP.
RGB Masking / Material Instance Ready: Tattoos and eyes mapped to separate texture slots/masks to allow runtime color shifting, intensity modulation (glow effects), and gameplay state toggles via Materials.
🎨 Looking for 3D Character Artist (Stylized / Game-Ready)
I'm looking for a freelance 3D Modeler to bring a concept character to life!
Aesthetic & Lighting: Wuthering Waves style (Cel-shaded, clean NPR shading).
Facial Structure: Semi-realistic / Western features (as shown in concept art, not standard anime girl face).
Deliverables: Low/Mid-poly game-ready character mesh, UVs, stylized textures/shaders.
Modular Hairstyles: Hair mesh must be built as a separate modular sub-mesh with clean attachment points/sockets on the scalp to allow seamless runtime hair swapping.
Separated Props for Cinematic Animation: The chest amulet and hand/arm accessories must be detached from the main body mesh into separate objects (with their own origin points and pivot alignment) for independent keyframe/cinematic animation.
Base Body Rigging: Proper weight painting under clothing to prevent clipping during movement or mesh swaps.
Jiggle / Secondary Dynamics: Include dedicated secondary bones (and vertex groups) for chest physics inside Unity (boob physics), skirt/drapes, and pendant/chains.
Cloth Setup: Clean vertex weighting prepared for engine dynamic cloth simulation (e.g., Unreal Chaos Cloth / Unity Cloth) or rigid/spring bone chains. I'm using MagicaCloth2 inside Unity URP.
RGB Masking / Material Instance Ready: Tattoos and eyes mapped to separate texture slots/masks to allow runtime color shifting, intensity modulation (glow effects), and gameplay state toggles via Materials.
📩 DM your portfolio if interested, emphasizing stylized/NPR game characters!
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