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I have an existing character delivered in GLB format. The model already looks good overall, but its rig and visemes are holding it back. My highest priority is to get those two areas working flawlessly so the avatar performs naturally in real-time engines such as Unity, Unreal, or Blender. # Production-Ready Realistic 3D Avatar – Improve Existing GLB, Facial Likeness, Rig, Visemes & Animations I am looking for an experienced **3D Character Technical Artist / Blender Character Artist** to finish and improve an already existing realistic human avatar. **This is NOT a character creation project from scratch.** I already have a complete `.glb` character which contains: * full body mesh * humanoid skeleton / rig * skinning * textures and materials * separate head mesh * 51 existing facial morph targets / blendshapes * facial expressions * existing walking / animation data The objective is to take this existing character and turn it into a **high-quality, production-ready digital human avatar** for real-time use. The final avatar will be used in an interactive AI application, so both visual quality and technical reliability are extremely important. ## 1. Preserve the Existing Character The supplied **Character (1).glb must be used as the production base**. I do NOT want the character rebuilt from scratch unless there is a very strong technical reason. Please preserve wherever possible: * existing topology * UVs * textures * materials * skeleton * skin weights * existing 51 facial blendshapes * facial animation compatibility Any changes must be made carefully so that existing functionality is not destroyed. ## 2. Improve Facial Likeness / Head Geometry The most important visual requirement is the **identity and head shape**. I will provide reference photographs of the real person from several angles. Please improve the neutral head geometry so that the avatar matches the real person as closely as technically possible. The focus should be on: * overall skull silhouette * skull width and height * temples * forehead * cheek volume * jaw width and shape * chin shape * eye socket depth * eye position * nose shape and projection * mouth proportions * side profile * facial proportions Please prioritize **large anatomical proportions and silhouette before pores or small skin details**. Do not simply sculpt the likeness by eye if a more objective method can be used. Experience with workflows such as: * multi-view facial fitting * facial landmark fitting * KeenTools FaceBuilder * Faceform / R3DS Wrap * FLAME * geometry wrapping * surface deformation * camera-matched overlays is highly appreciated. The existing production topology should ideally be deformed to the improved identity shape rather than replaced. ## 3. Preserve and Validate the 51 Facial Blendshapes The current head already contains approximately **51 facial morph targets / blendshapes**. These must remain functional after the facial geometry changes. Please test the complete facial system and correct any broken deformations. Particular attention must be paid to: * eyelids * blinking * eyebrows * eyes * cheeks * jaw * lips * mouth corners * smile * mouth opening * lip compression * lip rounding * facial expressions No exploding vertices, clipping or unnatural deformation should occur. ## 4. Proper Lip Sync / Visemes The avatar must work properly as a **talking AI avatar**. Please verify whether the current blendshape set provides sufficient phoneme / viseme support. If necessary, create or correct dedicated lip-sync visemes. I would ideally like support for a standard viseme system such as: * sil / neutral * PP * FF * TH * DD * kk * CH * SS * nn * RR * aa * E * ih * oh * ou or an equivalent production-ready mapping. If the existing ARKit-style facial shapes can be used to generate these visemes reliably, that is also acceptable. Please provide documentation showing which blendshape(s) should be driven for each viseme. The final result must produce convincing speech, not simply open and close the jaw. ## 5. Eyes Please carefully check: * eye rotation * blinking * eyelid deformation * eyelids following the eyeball correctly * no eyeball clipping * no visible gaps around the eyes * natural neutral eye position The eyes are particularly important because errors here immediately make a digital human look unnatural. ## 6. Mouth / Teeth / Inner Mouth Please check and correct: * lips * teeth * tongue if available * mouth interior * jaw opening * mouth closure * lip intersection * teeth clipping Speech must look natural from both frontal and 3/4 views. ## 7. Full Body Rig The body must work reliably with standard humanoid animations. Please inspect and improve: * skeleton hierarchy * weight painting * shoulders * elbows * wrists * fingers * hips * knees * ankles * neck * head I previously experienced problems with hands/fingers during animations, so **finger deformation must be checked carefully**. ## 8. Mixamo / Standard Animation Compatibility The final avatar should work reliably with common humanoid animations. Please test it with several animations, including: * idle * walking * turning * talking/gesturing * thumbs up * dancing or another animation with strong arm/leg movement Mixamo-compatible animation retargeting is highly desirable. There must be: * no broken fingers * no twisted wrists * no collapsing shoulders * no stretched geometry * no strange leg deformation * no body seams opening during movement ## 9. Useful Expressions Please provide several production-ready expressions such as: * neutral * friendly smile * big smile * happy * surprised * confused * thoughtful * sad * angry * eyebrow raise * blink The neutral expression should look natural and friendly, not unintentionally angry. ## 10. Production Quality / Geometry Cleanup Please inspect the complete character for technical problems such as: * visible mesh seams * duplicate geometry * intersecting geometry * bad normals * broken normals * shading artifacts * texture seams * disconnected vertices * incorrect weights * clipping * unnecessary geometry * extreme polygon density * GLB export problems Please correct anything that could cause problems in a real-time application. ## 11. Real-Time / WebGL Use The avatar will be used in an interactive real-time application and should therefore be reasonably optimized. Please preserve visual quality while avoiding unnecessary complexity. The final `.glb` must load correctly in standard glTF/WebGL viewers. ## 12. Required Preview Before Final Approval Before final delivery I need: ### Facial validation renders Neutral close-up renders from: * exact front * 45° left * 45° right * exact left profile * exact right profile Please use approximately the same focal length and neutral lighting so that the renders can be compared against photographs. ### Animation test video Please provide one video showing: 1. idle 2. walking 3. turning 4. talking / lip sync 5. blinking 6. smiling 7. several facial emotions 8. hand/finger movement 9. thumbs up 10. one stronger full-body animation such as dancing I will approve the final avatar only after these tests work correctly. ## 13. Final Deliverables I need: * final production-ready `.glb` * complete editable `.blend` source file * FBX export if useful * all textures * all materials * original source files necessary to continue development * working full body rig * working facial blendshapes * working visemes / lip sync * animation test files * short documentation listing: * skeleton structure * facial blendshape names * viseme mapping * animation names * any important export settings The source file is an important deliverable. ## Important Please do not apply destructive modifications to the only copy of the model. Keep a backup of the original character and work non-destructively wherever possible. ### What I am NOT looking for I am NOT looking for: * someone who simply runs the model through an automatic rigging service * someone who rebuilds the complete character unnecessarily * someone who only produces nice renders * someone without facial-rigging experience I specifically need someone experienced with: **Blender + realistic human characters + facial blendshapes + visemes/lip sync + full-body rigging + production GLB assets.** ## When Applying Please answer these questions: 1. Have you worked with realistic human facial blendshapes before? 2. Have you created ARKit/FACS or viseme-based facial rigs? 3. Can you preserve existing blendshapes while modifying the neutral head geometry? 4. Have you done geometry wrapping / facial fitting before? 5. Can you test the avatar with Mixamo or equivalent humanoid animations? 6. Can you deliver both `.blend` and `.glb`? 7. Please show examples of realistic human avatars you personally rigged or improved. 8. Please give me a **fixed price for completing the existing character**, not a price for creating a new character from scratch. Please examine the supplied GLB before promising that you can complete the work.
Project ID: 40690330
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HI, I can enhance your existing GLB character rig with properly organized bones, improved skinning, facial controls, and accurate visemes for natural lip-sync animation. I’ll refine the deformation and facial expressions while keeping the GLB optimized and compatible with your intended real-time or animation workflow. 1️⃣ Can you share the existing GLB file? 2️⃣ Which platform or engine will use the character? 3️⃣ Which viseme set or lip-sync standard is required? 4️⃣ Are facial blendshapes already available? 5️⃣ Do you need testing and final optimized GLB export? Portfolio: [login to view URL] Regards, Architectural Studios
€33 EUR in 1000 days
7.6
7.6
23 freelancers are bidding on average €104 EUR for this job

With my extensive background in 3D art, animation, and rigging, I am confident in my ability to execute your project with precision and excellence. I am well-versed in the tools and software necessary for this task, including Maya and Unity 3D. Having worked on numerous real-time projects, I am adept at enhancing existing designs while preserving their integrity and functionality. Given this, I understand the significant role your character's current assets play in the overall project, and vow to maintain them as per your priority. Moreover, my experience in facial fitting, geometry wrapping and surface deformation workflows is particularly valuable for your project. I comprehend the volume and depth of accurate facial representation required for an AI application to create a realistic human-avatar interaction. My skills extend to maintaining facial blendshapes effectively during changes to ensure consistent deformations without any technical errors - a task critical for you. Lastly, I ensure open communication throughout the project and have a keen eye for detail. My work ethic revolves around providing fast, reliable support, adhering to deadlines without compromising quality. Choosing me for your Production-Ready Realistic 3D Avatar will lead you to receive an outstanding result that not only preserves the initial character but also incorporates improved visuals seamlessly into it. Thank you for considering my bid - I hope we get the opportunity to collaborate!
€60 EUR in 1 day
7.4
7.4

Hello there!! I have carefully reviewed the job description, and I can help you improve your existing GLB character into a production-ready realistic avatar. I can work on the facial likeness, existing blendshapes, visemes/lip sync, eye and mouth deformations, full-body rigging, and animation compatibility while preserving the existing model wherever possible. Kindly share the GLB file and reference images so I can review everything before confirming the final scope and fixed price. I have experience of 10+ years in 2D design and 3D designing/modeling/texturing/rendering/rigging/animation to provide you best results. I am specialized in software like 3ds Max Maya Zbrush Blender Keyshot Solidworks Vray Lumion SketchUp AutoCAD You can also have a look at my previous work here: https://www.freelancer.com/u/whitevulture Looking forward to working with you. Regards, Baljinder Kaur
€120 EUR in 4 days
6.4
6.4

With over a decade's worth of experience in the realm of 3D modelling, rigging, and animation, I bring significant value to your project which involves enhancing an existing GLB model for optimal real-time performance. I understand your priority lies in maintaining the essence of your character while improving its rig and visemes for a natural on-screen performance. Having worked extensively with projects involving real-time engines like Unity and Unreal, I can assure you that my skills are tailored perfectly for this task. My work revolves around preserving existing artistic nuances while giving it technical improvements where necessary. When it comes to character modelling, my approach has always been rooted in maximizing realism while valuing one's identity—traits that are particularly important for your avatar project. I utilize methodologies such as multi-view facial fitting and keen landmark fitting to ensure deep attention is given to anatomical details while making sure your existing facial blendshapes are compatible post-modifications.
€39 EUR in 1 day
6.2
6.2

Hello there! As a seasoned 3D Character Technical Artist and Blender Character Artist, I offer you the qualities needed to complete your project with utmost perfection and within deadline. Although new to this platform, I have an impressive background in this field. I can flawlessly improve the **rigging and visemes** of your existing GLB character, ensuring its smooth functionality in Unity, Unreal, or Blender. Preserving your existing character is the key to maintaining its integrity, and I'm very familiar with this requirement. My previous works demonstrate great proficiency in **preserving and validating facial blendshapes**, ensuring their functionality after any required changes. I'll thoroughly test the facial system to eliminate any broken deformations while preserving all 51 facial morphs. Moreover, my expertise extends to providing proper lip sync and creating dedicated lip-sync visemes if needed. When it comes to generating accurate expressions like in your case I can utilize a standard viseme system such as PP, FF, TH or generate specific ARKit-style facial shapes for reliable results. Rest assured with my experience & skills the final product will be nothing short of a high-quality, production-ready digital human avatar for your interactive AI application. Best Regards Sumit Kumar
€45 EUR in 1 day
5.2
5.2

Hi there, I have carefully reviewed your project description for enhancing the GLB rig and visemes of your existing character. My expertise lies in 3D character technical artistry and Blender character animation, making me well-equipped to handle the specific requirements you outlined. I am committed to preserving the existing character's topology, facial likeness, and blendshapes while ensuring smooth functionality for real-time applications like Unity, Unreal, or Blender. I will focus on improving the facial geometry, enhancing visemes for proper lip sync, and refining the full-body rig to ensure seamless compatibility with standard humanoid animations. Throughout the process, I will maintain clear communication, organize the workflow efficiently, and provide revisions as needed to meet your expectations. Looking forward to discussing further details or receiving the necessary files to begin the project. Best regards, Inshaal Ali
€30 EUR in 1 day
4.5
4.5

My name is Mehwish, a seasoned 3D Technical Artist who specializes in Blender, Maya, and Unity 3D. I have a comprehensive understanding of advanced rigging techniques and blendshape workflows which positions me well for this project. I consistently deliver high-quality models that balance aesthetic appeal with technical proficiency. When it comes to animation, nothing is more crucial than maintaining the integrity of existing functionality and that aligns perfectly with your project specifications. My deep knowledge of multi-view facial fitting and geometry-wrapping tools such as KeenTools FaceBuilder, or Faceform/R3DS Wrap are definitely an asset for this endeavor. In addition, my experience in lip sync and viseme creation will ensure that the character performs naturally while communicating. What stands me apart from others is my consistent attention to detail in combination with my artistic vision. I don’t only focus on meeting expectations but on surpassing them. This approach would be invaluable when preserving and validating the 51 facial blendshapes without any unnatural deformations or clipping. To corroborate this, please feel free to explore my portfolio where you can find illustrations of my finessed artistry. I look forward to discussing further how we can transform your GLB model into an impeccable digital human avatar for your AI application efficiently and effectively.
€49 EUR in 2 days
4.4
4.4

I’m an experienced Blender 3D Character/Technical Artist specializing in realistic human avatars, facial blendshapes, visemes, rigging, and production-ready GLB assets. I can work directly from your existing GLB without unnecessarily rebuilding the character. I can handle: • Facial likeness refinement using multi-view references while preserving topology/UVs where possible • Validation and correction of all 51 existing blendshapes • ARKit/FACS-style facial setup and production-ready viseme/lip-sync mapping • Eye, eyelid, mouth, teeth and facial deformation cleanup • Full-body rig, skin weights and finger/shoulder deformation correction • Mixamo/humanoid retargeting and animation testing • Real-time/WebGL optimization and reliable GLB export • Neutral, smile, happy, surprised, confused, sad, angry and blink expressions • Final .GLB, editable .BLEND, textures/materials, test animations and documentation Yes, I can preserve existing blendshapes while modifying the neutral head using controlled deformation/wrapping workflows. I will first inspect the supplied GLB before committing to the final scope and fixed price. I’ll also keep the original file backed up and work non-destructively wherever possible. Give me one opportunity to handle your avatar, and I’ll deliver it with accuracy, technical reliability and professional quality.
€50 EUR in 2 days
3.5
3.5

Hey, Since the GLB already has the mesh, rig, skinning, and 51 facial blendshapes, I’d preserve that production base and focus on improving the areas that affect real time performance most: facial likeness, deformation quality, rig reliability, and lip sync. The head proportions should be corrected at the anatomical level first, while the existing facial system is revalidated afterward so the expressions, blinking, jaw, lips, and cheeks continue to deform cleanly. For the visemes, I’d test the existing morph targets against actual speech shapes rather than assuming the current set is sufficient, then correct the facial mappings where needed for natural real time talking. Can you provide the GLB and the reference photos so I can first assess how much of the existing rig and blendshape system can be preserved?
€200 EUR in 7 days
0.0
0.0

Hello, With over **16 years of experience** in **3D Modeling, Rendering & Product Visualization** using tools like Blender, Maya, and 3ds Max, I believe I'm the perfect fit for your project. Unlike some freelancers who simply excel in only one aspect of 3D development, my extensive background allows me to not only improve the GLB character's **rig and visemes**, but also pay careful attention to preserving the existing functionalities - a factor you've clearly emphasized. I fully understand the need to maintain overall consistency and integrity of your GLB character while refining its facial likeness. I'm extremely skilled in workflows such as **multi-view facial fitting**, **facial landmark fitting**, and even working with tools like **KeenTools FaceBuilder and FLAME**, which will ensure that your avatar's identity holds true to the original reference photographs you provide. Additionally, I can effectively validate the currently existing **51 facial blendshapes** ensuring zero loss in functionality. And lastly, as thorough as I am with character improvements, I'm equally meticulous when it comes to ensuring smooth lip sync / visemes functioning. Whether it involves using the existing ARKit-style facial shapes or necessitates new creations, I'll make certain that all viseme targets are met. Moreover, as a Full-Stack Developer with expertise in sound API integration could guarantee effective implementation of the character into rea Thanks!
€155 EUR in 1 day
0.0
0.0

Hello, Preserving existing character topology, UVs, textures, and rig while improving facial likeness is the main risk: small changes to head geometry commonly break the 51 facial blendshapes and create clipping. I focus on nondestructive adjustments and per-shape corrective deltas so every blendshape remains functional and deformation-free. I have delivered realistic human characters with full facial blendshapes and visemes for real-time use in Unity and Unreal. Recent work involved refining head geometry from photo reference, rebuilding corrective blendshapes, validating lip-sync visemes, and exporting production-ready .glb and .blend files while keeping original UVs and textures intact. I routinely test eye movement, teeth, inner mouth, and full-body rigs against Mixamo animations to confirm no deformation issues. I will start by importing the .glb into Blender, running a blendshape integrity check, and creating non-destructive corrective shapes where necessary. I use shrinkwrap and targeted sculpting to match reference photos without altering UVs, then bake shape deltas and validate 51 blendshapes in-frame. Final steps include viseme validation with sample audio, eyeball and inner mouth cleanup, Mixamo retarget tests, lightweight geometry cleanup for real-time, and exporting production-ready .glb and .blend. - Have you worked with realistic human facial blendshapes before? Yes. I have multiple projects involving high-fidelity facial blendshapes for realistic humans, including corrective deltas and per-phoneme tuning. - Have you created ARKit/FACS or viseme-based facial rigs? Yes. I have implemented ARKit/FACS mappings and custom viseme rigs for natural lip-sync across engines. - Can you Yes. I can deliver validated .glb and .blend files, confirm Mixamo compatibility, and provide production-ready expressions and visemes for real-time use. - Do you want me to start with a quick integrity report on your current .glb to list the exact blendshapes that need corrective work? - Do you have reference audio or target phonemes you want prioritized for viseme tuning? Sincerely, Christopher
€100 EUR in 1 day
0.0
0.0

Hi, I believe I’m a strong candidate for this project because I have hands-on experience working with realistic digital humans entirely in Blender. I have worked with ARKit 52 facial blendshapes, MetaHuman workflows, realistic facial expressions, visemes/lip-sync, character rigs, skin weights, and humanoid animation. I understand that this project is not about creating a new character from scratch, but carefully improving the existing GLB while preserving the topology, textures, rig, and existing facial blendshapes wherever possible. I can inspect the character, improve the facial likeness and geometry, validate and fix blendshape deformations, improve visemes and lip-sync, and thoroughly test the body rig, especially hands and fingers, using humanoid animations. Since I have already worked on these types of digital avatar workflows in Blender, I understand both the artistic and technical side required to make the final character look natural and work reliably in real-time applications.
€88.89 EUR in 7 days
0.0
0.0

Hello! Although my background is in 3D CAD design, I've developed a strong understanding of rigging and animation over the years that makes me well-suited for your project. Acknowledging that you don't want to start from scratch, I'm confident in my abilities to preserve the existing character while making necessary improvements to its facial likeness and blendshapes. This includes validating the 51 facial morph targets as well as creating or correcting dedicated lip-sync visemes if needed. Rest assured, I value continuity and reliability in this process and will be meticulous to not break any existing functionality. Furthermore, I believe my experience working with parametric modeling and design-for-manufacturing constraints can be transferred skilfully in the aforesaid areas too. You rightly prioritize large anatomical proportions over smaller skin details, which my background appreciates and I understand can contribute to a more realistic representation for your AI application. Additionally, being well-versed with Unity 3D—one of the real-time engines you intend on employing—I'll ensure seamless integration of the final avatar into your setup.
€50 EUR in 1 day
0.0
0.0

I believe I’m the best candidate for your logo design project because I combine creativity, attention to detail, and a strong understanding of modern visual branding. My goal is to create a logo that is not only visually appealing but also memorable, professional, and perfectly aligned with your brand’s identity. I listen carefully to your ideas and turn them into a unique design that communicates your vision clearly. I’m committed to delivering high-quality work, meeting deadlines, and making revisions when needed to ensure you’re completely satisfied. I’d love the opportunity to bring your brand to life through a standout logo.
€140 EUR in 7 days
0.0
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