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CHARACTER BASE ASSET DESIGN DOCUMENT Modular Female and Male Base Characters for Real-Time Use (Unity and Unreal Engine Compatible) Version: 1.0 Status: Draft Audience: 3D Artists, Riggers, Tech Artists, Engine Integrators Deliverable: Two production-ready base characters (1 female, 1 male) 1. SUMMARY Specifies requirements for a pair of production-ready 3D base characters (one female, one male) for use in real-time engines (Unity, Unreal) and web platforms. The characters are a foundation layer for downstream customization: morph-driven body and face shaping, shader-driven skin tone, modular clothing, and modular hair. Deliverables are intentionally bald, neutral-posed, and free of baked-in identity (no baked skin tone, no hair geometry, no fixed wardrobe), so that all variation downstream is driven by sliders, shaders, and attachments rather than by static art. 2. DELIVERABLES AND FILE FORMATS 2.1 Required Files (per character) - .glb: Primary delivery format. glTF binary, optimized for real-time and web. Must contain rig, morph targets, and PBR materials. - .fbx: Secondary / interchange format. Source-of-truth for engine import where glTF is not preferred. - .blend: Editable Blender source file. Required for handoff and future revisions. 2.2 Naming Conventions All blendshapes, bones, and materials must use descriptive lowercase snake_case names. No indexed numeric names (e.g. Shape001) accepted. Names in this document are contractual. 3. BASE MESH REQUIREMENTS - Clean quad-based topology suitable for animation and deformation. - Fully rigged humanoid skeleton, game-ready out of the box. - Neutral pose: A-pose or T-pose (consistent between female and male). - Bald head. No hair geometry on the base mesh. - Real-world scale (1 unit = 1 meter). 3.1 Mesh Separation Delivered as separate, named meshes (not merged) so each part can be toggled or swapped: - Body, Eyes, Teeth, Tongue - Underwear: Female (bra and panties), Male (briefs / boxers) 4. RIG REQUIREMENTS - Standard humanoid rig. Unity Mecanim and Unreal Mannequin compatibility preferred. - Proper weight painting throughout. No deformation tearing or volume collapse at any joint. - IK-friendly joint placement and orientation. - Clean joint deformation verified at: shoulders, elbows, knees, hips. Acceptance check: Rig must pass a full range-of-motion animation (raise arms overhead, deep squat, full torso rotation) without visible mesh tearing, candy-wrapper twist, or shoulder collapse. 5. BLENDSHAPE / MORPH TARGET SYSTEM Naming requirement: All blendshapes MUST use the strings defined here. Indexed names (Shape001, Key.42) will not be accepted. Format: morph_name (Range): description. 5.1 Body Proportion Morphs Bidirectional sliders (negative-to-positive single slider OR two opposing morphs): - height_short to height_tall (Bidirectional): Overall body height. - torso_short to torso_long (Bidirectional): Torso length only. - leg_short to leg_long (Bidirectional): Leg length. - arm_short to arm_long (Bidirectional): Arm length. - shoulder_narrow to shoulder_wide (Bidirectional): Shoulder breadth. - hip_narrow to hip_wide (Bidirectional): Hip breadth. - head_small to head_large (Bidirectional): Head scale relative to body. 5.2 Body Type System A single unified slider drives overall body fat. Not localized; must coherently affect the whole figure. - body_fat (0 to 1, very thin to obese): Torso volume, face fullness, limbs, belly, neck. 5.3 Muscle System - muscle_tone (0 to 1): None to highly defined. - muscle_mass (0 to 1): Slim to bulky. - abs_definition (0 to 1): Flat to 6-pack. - arm_definition (0 to 1): Biceps / triceps definition. - chest_definition (0 to 1): Male pectoral definition. 5.4 Female-Specific Morphs - breast_size (0 to 1): Volume. - breast_shape (Bidirectional): Round / teardrop variation. - breast_perkiness (0 to 1): Lift. - breast_spacing (Bidirectional): Close-set to wide-set. - butt_size (0 to 1): Volume. - butt_shape (Bidirectional): Shape variation. - hip_curve (0 to 1): Hip-to-waist ratio emphasis. - waist_size (Bidirectional): Waist circumference. - thigh_thickness (Bidirectional): Thigh volume. 5.5 Male-Specific Morphs - chest_width (Bidirectional): Chest breadth. - shoulder_mass (0 to 1): Deltoid / trap mass. - waist_size (Bidirectional): Waist circumference. - hip_width (Bidirectional): Hip breadth. - overall_upper_body_mass (0 to 1): Combined upper-body bulk. 5.6 Face Morphs Skull: - face_width (Bidirectional): Overall face breadth. - face_height (Bidirectional): Overall face length. - jaw_width (Bidirectional): Jaw breadth. - jaw_sharpness (0 to 1): Soft to angular jawline. - chin_length (Bidirectional): Chin protrusion / length. - cheek_fullness (Bidirectional): Hollow to full cheeks. - cheekbone_height (Bidirectional): Cheekbone vertical position. - forehead_height (Bidirectional): Forehead size. Eyes: - eye_size (Bidirectional): Eye opening size. - eye_spacing (Bidirectional): Distance between eyes. - eye_tilt (Bidirectional): Outer-corner tilt up/down. - eyelid_shape (Bidirectional): Lid shape variation. Nose: - nose_length (Bidirectional): Nose length. - nose_width (Bidirectional): Nose breadth. - nose_bridge_height (Bidirectional): Bridge profile. - nostril_width (Bidirectional): Nostril flare. Mouth: - mouth_width (Bidirectional): Mouth breadth. - lip_fullness (Bidirectional): Lip volume. - lip_shape (Bidirectional): Lip shape variation. - mouth_corner_up_down (Bidirectional): Resting mouth corner position. 5.7 Facial Animation Blendshapes (ARKit 52) Must support the full ARKit 52 standard or a documented equivalent that maps cleanly to it. The minimum set below is non-negotiable; the rest of ARKit 52 is expected for compliance. Eyes: blink_L / blink_R, eye_wide, squint_L / squint_R Brows: brow_up_L / brow_up_R, brow_down_L / brow_down_R Mouth: jaw_open, mouth_smile_L / mouth_smile_R, mouth_frown_L / mouth_frown_R, mouth_funnel, mouth_pucker, mouth_press, mouth_stretch, sneer_L / sneer_R, cheek_puff, tongue_out 6. MATERIAL AND SKIN SYSTEM Critical: Skin tones MUST NOT be baked into textures. All skin color variation must be driven at runtime through the shader, using one neutral base texture as input. 6.1 Approach - Authoring uses a neutral base skin texture (mid-tone, desaturated). - Final color produced by the shader at runtime, not the texture. - All characters ship with the same base texture; differences are slider-driven. 6.2 Skin Tone Slider - skin_tone (0 to 1): Drives melanin level, hue shift, saturation, and undertone warmth simultaneously. Single externally-exposed slider; smooth range from very light to very deep complexions. 6.3 Required Material Maps - BaseColor: Neutral skin albedo. No baked tone, no baked makeup. - Normal: Surface normal map for skin micro-detail. - Roughness: Roughness / glossiness map. - AO: Ambient occlusion map. Optional but recommended. - Specular: Optional specular control map. 6.4 Skin Feature Layers - Freckles: toggleable layer. - Age lines: toggleable layer. - Blemishes: driven by a mask. - Tattoo masks: multiple layers, compositable. - Skin gloss: exposed control. 7. CLOTHING SYSTEM Modular. Garments are not part of the body mesh, do not bake into the character, and must respond to the same rig and morph targets so body shape changes do not break wardrobe. 7.1 Per-Character Wardrobe Set - Hair styles: 2 (geometry attachments; see Hair System) - Shirt: 1 - Pants: 1 - Socks: 1 - Shoes: 1 7.2 Behavioral Requirements - Garments are separate meshes, not baked or merged into the body. - Garments follow the skeleton rig (skinned to the same bone hierarchy). - Garments support the same morph targets as the body, OR are authored so body morphs do not cause clipping. - No clipping at extreme morph values across the slider's full range. 8. HAIR SYSTEM Base mesh ships bald. Hair is an attachment system on top of a clean scalp. - Bald base mesh. Required, no exceptions. - Scalp optimized for downstream hair workflows: hair cards, wig meshes, procedural / groom-based attachments. - Two example hair styles per character delivered with the wardrobe (see Section 7.1). 9. EXPORT REQUIREMENTS 9.1 GLB Contents (Mandatory) - Full skeleton rig. - All blendshapes, named exactly as in Section 5. - PBR materials with all maps from Section 6.3. - Correct real-world scale (meters). - Clean node hierarchy. No orphaned, broken, or empty placeholder nodes. 9.2 Hierarchy Cleanliness Checklist - No leftover constraint helpers, locators, or rigging scaffolding in the export. - No duplicate-named bones. - No zero-weight bones. - No hidden or disabled meshes left in the file. 10. ACCEPTANCE CRITERIA A delivery is complete when all of the following pass: - Both characters open in Unity and Unreal without import errors. - All blendshapes from Section 5 are present and correctly named. - ARKit 52 (or documented equivalent) drives believable facial animation. - body_fat and skin_tone sliders behave smoothly across their full range. - Clothing items follow the rig and do not clip at extreme morph values. - Joint deformation passes the range-of-motion test (Section 4). - GLB, FBX, and source files are all delivered for each character.
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With over a decade of experience in the field, I am an expert at making imaginations come alive in three-dimensional spaces. My name is Azra and within my repertoire, I hold extensive knowledge in engineering, architectural designs and 3D modeling -- a skillset that aligns perfectly with your project requirements. I pay meticulous attention to detail and artisanal craftsmanship perfect for this gig- thus all the critical aspects you've outlined; clean quad-based topology suitable for animation, fully rigged humanoid skeleton, game-ready weighting all stand as promises to deliver on when you select me for this task. Furthermore, my proficiency in using an array of software including Unity, Unreal engine and Blender will enable speedy yet precise production akin to your needs.
$260 USD in 3 days
7.7
7.7

As a seasoned professional in 3D animation and modeling, I possess a wealth of experience that makes me an ideal candidate for this project. Having worked extensively with software such as 3Ds Max, Maya, and Blender - the last of which you explicitly require - I have honed my skills in creating clean quad-based topology suitable for animation and deformation, fully rigged humanoid skeletons, as well as using tools like molding-shaping sliders and shaders driven by sliders to accommodate downstream customization needs.
$266 USD in 1 day
7.4
7.4

As a trusted and versatile freelancer, I have been honing my skills in the fields of graphic design, 3D and 2D modelling and animation for several years now. Creating 3D base characters that are flexible, detailed and game-ready is truly my passion and expertise. Understanding and leveraging the power of various software like Unity which you mentioned earlier, I possess adeptness with tools like glTF binary, FBX along with being highly proficient in Blender. My work goes beyond just providing quality deliverables - I ensure that each body part is separate-renowned, rigging is perfectly compatible with Unity Mecanim and Unreal Mannequin whilst passing a full range-of-motion without any hindrance.
$260 USD in 1 day
7.4
7.4

Hi, You need a base character that works smoothly in Unity and Unreal—not just looks good—I can create that for you. I specialize in real-time 3D characters with clean topology, optimized polycount, and proper rig compatibility so they perform perfectly in game engines. The final character will be ready for animation, easy to integrate, and built for performance. ✔ Stylized or realistic base character ✔ Game-ready optimized topology ✔ Rigged / Mixamo compatible ✔ Unity & Unreal ready formats (FBX) ✔ Clean UVs + PBR textures ✔ LOD-ready if needed ✔ Fast revisions and smooth delivery Please share your style, poly budget, and use case—I’m ready to start immediately. Best regards, Kirandeep Kaur
$250 USD in 2 days
6.0
6.0

As a seasoned 3D artist and a specialist in character design on Unity and Unreal Engine, I am confident that I would be an exemplary fit for your project. Not only do I have rich experience in building clean and structured quad-based topology for real-time animation, but I also have a solid understanding of the human anatomy - a crucial aspect for creating realistic humanoid rigs. My work on game engines like Unity Mecanim and Unreal Mannequin has always met or even exceeded expectations, ensuring seamless integration with the most popular development platforms. Additionally, my expertise extends to using Blender, not only as a creative 3D asset builder but also as an engine-friendly source file to facilitate future revisions. My orientation has always been quality-driven and focused on maximizing usability, making me meticulous about naming conventions and providing clean files with deployed descriptive lowercase snake_cases.
$251 USD in 1 day
6.0
6.0

Hello there, we can professionally develop your full modular character base asset system for both male and female characters, fully optimized for real-time use in Unity, Unreal Engine, and web (glTF/GLB). We will follow your specification precisely, building clean quad-based topology, production-ready humanoid rigs, and a complete morph-driven system designed for scalable character customization without baked identity. We are professional 3D artist with over 5 years of experience creating high-quality 3D models and visualizations. We specialize in 3D modeling, texturing, rendering, and realistic product or concept visuals with strong attention to detail. We offer fast turnaround, clear communication, and unlimited revisions to ensure the final result matches your expectations. Please visit our profile for portfolio; https://www.freelancer.com/u/Internative123/profile-27433543 Best regards, Internative Labs.
$250 USD in 2 days
5.4
5.4

Hello, This is a well-structured brief, and I can deliver exactly to this level of technical precision. I specialize in building production-ready, real-time character systems—not just models—so everything from topology and rigging to morph architecture and shader logic will be designed to work cleanly in both Unity and Unreal from day one. I’ll create both male and female base characters with clean quad topology, a properly optimized humanoid rig (Mecanim/Unreal compatible), and a fully named, compliant blendshape system exactly as specified—no auto-generated naming, no shortcuts. The morph system will be built cohesively (especially body_fat and proportional sliders) so deformations remain natural across the full range. ARKit 52 facial shapes will be implemented and tested for reliable animation mapping. Final delivery will include clean, optimized .glb, .fbx, and .blend files with a proper hierarchy, no rigging leftovers, and fully validated for import into both Unity and Unreal. I also test deformation, morph behavior, and compatibility before handoff to ensure it passes your acceptance criteria without iteration delays. I can share similar character system work and outline a clear timeline once we align on scope depth (especially for ARKit + clothing morph compliance). Thank you!
$250 USD in 7 days
4.8
4.8

Hi, I’m Ben Jackson from Jetjams Technologies. We can create the modular male and female real-time base characters for Unity, Unreal, and web use as per your asset design document. What we will deliver: * 1 production-ready female and 1 male base character * Clean quad topology, real-world scale, A/T-pose, bald base meshes * Game-ready humanoid rig with proper weight painting * Named body/face morph targets and ARKit facial blendshape support * Neutral shader-driven skin system with required PBR maps * Separate body, eyes, teeth, tongue, underwear, clothing, shoes, socks, and hair attachments * GLB, FBX, and editable Blender source files * Unity/Unreal import testing and basic QA for rig, morphs, materials, and clipping We have experience with real-time 3D characters, Blender, rigging, blendshapes, PBR materials, game-engine export, and Unity/Unreal asset preparation. Estimated turnaround: 6–10 weeks Best reasonable price: $8,500 USD We are so much grateful to serve you. Regards, Ben Jackson Jetjams Technologies
$8,500 USD in 7 days
4.9
4.9

Hi, I see you are looking for a production-ready modular character base asset design for male and female characters optimized for real-time use in Unity and Unreal Engine, with full rigging, engine compatibility, and clean technical structure. We have 8+ years of experience in AAA character pipeline development, game-ready topology, rigging systems, and engine integration workflows. To achieve better results, I suggest building both base characters on a shared modular topology and standardized bone hierarchy aligned with Unreal Engine mannequin structure—this ensures seamless retargeting, animation reuse, and future scalability across multiple projects. We’re available to start immediately and can deliver two fully production-ready base characters (male & female) with clean UVs, optimized meshes, and engine-compatible rigs. Let’s discuss the details. You can check our portfolio from the link below https://www.freelancer.com/u/mahadhasan012 Thanks, PIXORA STUDIO
$250 USD in 1 day
4.9
4.9

Hi there, Are you in need of production‑ready base characters with ARKit 52 facial blendshapes, shader‑driven skin tone, modular clothing, and hair attachments, all tested for real‑time engines. I have experience in 3D modeling using 3ds Max, Blender, Maya, and Revit. I can create product models, jewelry designs, or any custom 3D work with high-quality results. You can view my previous work here: https://www.freelancer.com/portfolio-items/8805259-3d-blender-spider-funko-pop https://www.freelancer.com/portfolio-items/10388215-3d-product-models Thanks & Regards, Humayo.
$250 USD in 2 days
5.0
5.0

Hi, I went through your document, and this is a production pipeline build, not just character modeling. I’ll create clean, quad-based base meshes with a proper humanoid rig, ARKit-compatible blendshapes, and strict naming so everything integrates cleanly into Unity and Unreal. The morph system will be structured to behave predictably across the full range, especially for body_fat, proportions, and facial controls without breaking deformation. Materials will follow your shader-driven approach, keeping textures neutral and pushing all variation through controllable parameters. Clothing and hair will be modular, rig-compatible, and tested against extreme morphs to avoid clipping. You’ll get clean GLB, FBX, and Blender files with a proper hierarchy, ready for real-time use and future scaling. Quick question, do you want the rig aligned closer to Unity Humanoid or Unreal Mannequin as the primary target? Best regards, Muskan
$300 USD in 3 days
4.4
4.4

Hello! I'm Romil, your one-stop solution for all your 3D modeling and animation needs. With a keen eye for detail and a commitment to perfection, I'll be able to create the perfect 3D base characters you're looking for. I specialize in precise, clean quad-based topology that's suitable for seamless animation and deformation - a crucial aspect for real-time use on platforms like Unity and Unreal Engine. My work will also be modular and diverse, allowing downstream customization to morph-driven body and face shaping, shader-driven skin tone, modular clothing, and hair. Furthermore, my expertise extends to both Unity Mecanim and Unreal Mannequin compatibility, ensuring smooth integration with your workflows. Additionally, my sense of naming conventions strictly follows descriptive lowercase snake_case names as mentioned in your document. To add more value, I'll provide source files in glTF binary format for optimized real-time and web usage and .fbx format as a secondary interchange format. A great thing about choosing me is my willingness to adapt and make any revisions you might need in the future even after handing over the work; hence providing you maximum value for your investment. So let's get started on this project together!
$250 USD in 3 days
4.5
4.5

Hello, I have thoroughly reviewed the project requirements for creating modular female and male base characters for real-time use in Unity and Unreal Engine. I understand the need for production-ready assets that are customizable through sliders, shaders, and attachments, ensuring flexibility and ease of use for downstream users. With my expertise in 3D Animation and 3D Modelling, I am confident in delivering high-quality base characters that meet all the specified requirements. My experience in creating detailed and optimized assets for real-time applications aligns perfectly with the goals of this project. You can view samples of my previous work in 3D character design and animation in my portfolio: https://www.freelancer.com/u/Neelamr1991 I am excited about the opportunity to collaborate on this project and ensure effective communication throughout the process. I look forward to hearing from you to discuss further details and begin working on this exciting project. Best regards, Neelam R.
$250 USD in 3 days
4.3
4.3

Hi there, I am reaching out regarding your project for creating production-ready 3D base characters for real-time use in Unity and Unreal Engine. I have extensive experience in 3D modeling and character design, and I am confident in my ability to deliver the modular female and male base characters meeting all the outlined requirements. I will ensure that the base characters have clean quad-based topology, fully rigged humanoid skeletons, and are delivered in the required file formats (.glb, .fbx, .blend). Additionally, I will meticulously follow the detailed specifications for mesh separation, rigging, blendshapes, facial morphs, skin system, clothing system, and hair system to create versatile and customizable characters. I am committed to providing high-quality work and making any necessary revisions to meet your expectations. Please feel free to share any additional details or files to get started on this exciting project. Best regards, GenZ Solutions
$250 USD in 1 day
3.3
3.3

I am excited to submit my proposal for 3D base character creation for real-time applications, optimized for both Unity and Unreal Engine. With extensive experience in 3D modeling, sculpting, and rigging, I specialize in creating highly detailed and optimized characters designed for seamless integration into real-time environments. My process involves crafting characters that are not only visually compelling but also optimized for performance across different platforms, ensuring that they are lightweight yet detailed enough to meet the demands of modern game engines. Whether you need a character for an action-packed game, a virtual reality project, or an animated experience, I ensure that every model is tailored to fit within the technical and artistic constraints of Unity and Unreal Engine.
$250 USD in 14 days
2.0
2.0

This project is right in line with the projects I work on. I understand the importance of delivering clean quad topology, rigged for Unity and Unreal with precise weight painting and naming conventions. I also note the emphasis on non-baked skin tones and modular mesh separation, which many overlook but are key for customization. I will maintain rig integrity through range-of-motion tests and ensure all morph targets and blendshapes meet the ARKit 52 standard with accurate naming. Shader-driven skin tone control will be carefully implemented to support all tone variations seamlessly. Reach out for a free consultation, I am happy to offer honest advice either way. Stef
$450 USD in 14 days
2.1
2.1

As an experienced 3D designer, I have a deep understanding of the intricacies involved in creating accurate, realistic characters perfectly suited for implementation in real-time engines like Unity and Unreal. I am well-acquainted with industry-standard file formats, including .glb and .fbx, so you can rest assured that my deliverables will be fully compatible. Moreover, my expertise extends not only to versatile use of software such as Blender but also to extensive experience with rigging complex character skeletons. This guarantees that the humanoid structures I create will be game-ready, featuring proper weight painting throughout and clean joint deformations crucial for lifelike animations. One of my strengths is attention to detail, so you can rely on me to meticulously follow your specific requirements regarding naming conventions and morph shapes. My commitment to delivering high-quality designs extends to ensuring feasible and functional designs by conducting stress analysis and design optimization. Overall, my proven skill set in 3D modeling and engineering guarantees that I can successfully meet your demands for a modular base character asset design.
$450 USD in 1 day
1.1
1.1

As a seasoned 3D designer with extensive experience in creating high-quality and optimized models, I believe I'm the perfect match for this project. Having worked primarily in Blender but also proficient in CAD software, I pride myself on my strong foundation in hard-surface modeling, which is vital for creating clean quad-based topology suitable for animation and deformation, as well as ensuring fully rigged humanoid characters that are game-ready out of the box. My ability to work with references, understand form, proportions, and details will guarantee each deliverable meets your precise specifications. Moreover, I'm well-acquainted with rigging and weight painting to ensure the highest level of realism and full range-of-motion animation without any visible issues such as mesh tearing or volume collapse at any joint. Finally, my knowledge about character customization through blendshape/morph target systems further bolsters my candidacy. With utmost precision and adherence to your naming conventions, I can meticulously create the bi-directional sliders that drive body proportion morphs, unified sliders for body type and muscle system, and female-specific morphs like breast shape and size or butt volume. Let me breathe life into your base characters; I guarantee top-tier quality work that enables seamless integration within both Unity and Unreal platforms. Let's collaborate
$300 USD in 2 days
0.0
0.0

As a 3D artist and modeler with extensive experience in projects that heavily rely on intricate detail, nuanced anatomy, and customization options like yours, I believe I bring the perfect skill set to bring your vision to life. Not only am I highly proficient with 3D modeling tools such as Blender and 3ds Max, but I am also well-versed in rigging, weighting, and morph target systems that are an intrinsic part of your requirements. One of my key strengths is my attention to detail. I understand the importance of clean quad-based topology for seamless animations and deformations. With practical experience in creating standardized rigs compatible with Unity Mecanim and Unreal Mannequin, you can rest assured that the characters I deliver will seamlessly integrate into your desired platforms while maintaining perfect joint deformations at shoulders, elbows, knees hips among others. Additionally, my commitment to delivering not just artwork but also problem-solving solutions fits perfectly with your project goals. I don't simply make models, but rather focus on understanding your needs and ensuring that my work is engineered to meet them most effectively. With me handling your project's character base asset design needs, you're guaranteed meticulous attention to the specifications provided along with clear communication, timely delivery of milestones and a final product that blends creativity and technicality seamlessly
$500 USD in 1 day
0.0
0.0

Greetings! You need two production-ready base characters (one female, one male) for real-time use in Unity and Unreal. Clean quad topology, full humanoid rig, ARKit 52 blendshapes, body proportion morphs, body fat and muscle sliders, gender-specific morphs, face morphs, skin tone slider (no baked tone), modular clothing system, bald base mesh with hair attachments. I can help in creating that for you. Here is what I will deliver: Female and male base characters in glTF, FBX, and Blender source formats Full humanoid rig with clean weight painting All blendshapes named per your specification Body proportion morphs (height, torso, legs, arms, shoulders, hips, head) Body fat and muscle system Gender-specific morphs (breasts, butt, hips, waist, chest width, shoulder mass) Face morphs (skull, eyes, nose, mouth) and ARKit 52 for animation Skin tone slider with neutral base texture Modular clothing with same rig and morph following Two example hair styles per character Exports pass Unity and Unreal import without errors I can share examples. Send me your timeline and budget. Thanks, Revival
$250 USD in 7 days
0.0
0.0

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