Dark Fantasy Cleric Character Model
Budget / Salary€200–500
TypeFreelance project
LocationRemote
Posted1 hour ago
This project revolves around turning my concept art of a human religious leader into a fully game-ready 3D character for Unity. The design calls for Gothic-inspired ceremonial robes layered with chains, crosses, ornate trims, and an imposing cape, all rendered in a semi-realistic style—no anime or cartoon elements. A solemn facial expression must be sculpted to underscore the dark, pious tone of the artwork.
Workflow and expectations
• Begin with a detailed high-poly sculpt that captures every fold, clasp, and ornament.
• Retopologise into a clean, all-quad, low-poly mesh with edge flow suitable for animation in case I decide to rig later.
• Create non-overlapping UVs and bake maps to produce 2 K or 4 K PBR textures: Base Color, Normal, Roughness, Metallic, and AO.
• Keep the character in a neutral T-pose and verify it imports into Unity without shading or scale issues.
Tooling
All primary work should be carried out in Blender; the final animation-ready FBX must pass directly into Unity’s HDRP pipeline.
Deliverables (for approval)
1. High-poly and low-poly .blend files
2. Game-ready FBX in T-pose
3. 2K or 4k PBR texture set (PNG or TGA)
4. UV layout image
Acceptance criteria
• Visual match to the concept art, especially robe layering and Gothic accessories
• Polycount and texture memory kept within typical modern-PC game limits
• No shading errors or visible seams in Unity’s scene view
No rigging or animation is needed—focus all effort on impeccable modelling, topology, and texturing.
Workflow and expectations
• Begin with a detailed high-poly sculpt that captures every fold, clasp, and ornament.
• Retopologise into a clean, all-quad, low-poly mesh with edge flow suitable for animation in case I decide to rig later.
• Create non-overlapping UVs and bake maps to produce 2 K or 4 K PBR textures: Base Color, Normal, Roughness, Metallic, and AO.
• Keep the character in a neutral T-pose and verify it imports into Unity without shading or scale issues.
Tooling
All primary work should be carried out in Blender; the final animation-ready FBX must pass directly into Unity’s HDRP pipeline.
Deliverables (for approval)
1. High-poly and low-poly .blend files
2. Game-ready FBX in T-pose
3. 2K or 4k PBR texture set (PNG or TGA)
4. UV layout image
Acceptance criteria
• Visual match to the concept art, especially robe layering and Gothic accessories
• Polycount and texture memory kept within typical modern-PC game limits
• No shading errors or visible seams in Unity’s scene view
No rigging or animation is needed—focus all effort on impeccable modelling, topology, and texturing.
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