Dynamic Character Basemesh Creation
Budget / Salary$250–750
TypeFreelance project
LocationRemote
Posted1 hour ago
I’m looking for a clean, well-topologized character basemesh that I can easily adapt for different projects. The model will ultimately be used for “uyugluma,” so please keep the geometry light and flexible enough for rapid iteration.
Key points I need you to cover:
• Dynamic proportions and edge loops that deform smoothly.
• Quads only, with even polygon distribution for subdivision.
• Named, organized layers and groups so I can isolate body parts quickly.
• A neutral A-pose (or slightly relaxed T-pose) and non-overlapping UVs.
Style requirement: the baseline look should follow the “3s” direction I specified—feel free to interpret that creatively, but keep it consistent across the entire mesh.
Please provide the source file (Maya, Blender, or similar), an exported FBX, and a brief note explaining any custom shaders or rigs you include. If you have previous basemesh examples, linking them will help me choose the right person.
Key points I need you to cover:
• Dynamic proportions and edge loops that deform smoothly.
• Quads only, with even polygon distribution for subdivision.
• Named, organized layers and groups so I can isolate body parts quickly.
• A neutral A-pose (or slightly relaxed T-pose) and non-overlapping UVs.
Style requirement: the baseline look should follow the “3s” direction I specified—feel free to interpret that creatively, but keep it consistent across the entire mesh.
Please provide the source file (Maya, Blender, or similar), an exported FBX, and a brief note explaining any custom shaders or rigs you include. If you have previous basemesh examples, linking them will help me choose the right person.
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