Semi-Realistic Tiny Human 3D Model
Budget / Salary$250–750
TypeFreelance project
LocationRemote
Posted55 minutes ago
I’m building a short animated sequence in Blender and I need a single, production-ready character: a cute, tiny human whose overall finish feels close to the Smurfs movie—stylised yet convincingly lit and shaded. The brief calls for a semi-realistic art style, so proportions can stay playful, but materials, lighting response and surface breakup should hold up in close-ups.
Rigging is just as important as sculpting. I will need full-body IK/FK with seamless switches, plus an advanced facial rig capable of high-detail acting—wrinkles, micro muscle movement, phoneme-ready mouth shapes, the works. Blend-shape or bone-driven solutions are both fine as long as they stay lightweight enough for real-time viewport playback in Blender 4.x.
The model must comfortably perform these actions without extra cleanup on my end: running, jumping, pushing, flying, talking and general emoting. Please weight-test each of those motions before delivery so deformation stays tidy on elbows, knees, shoulders and face.
Clean topology, non-destructive UVs and PBR texture sets (base-color, roughness, metallic, normal) are expected. Feel free to use any sculpting or texturing pipeline—ZBrush, Substance, Mari—as long as the final asset opens flawlessly in native .blend format.
Deliverables
• .blend scene with the fully rigged character
• All texture maps at 4K in a clearly labelled folder
• Short playblast or Marmoset turntable demonstrating the specified actions
I’ll sign off once the rig drives the listed moves without visible artefacts, facial controls hit the high-detail range, and shading stays consistent under standard HDRI lighting. Looking forward to seeing your take on this tiny hero!
Rigging is just as important as sculpting. I will need full-body IK/FK with seamless switches, plus an advanced facial rig capable of high-detail acting—wrinkles, micro muscle movement, phoneme-ready mouth shapes, the works. Blend-shape or bone-driven solutions are both fine as long as they stay lightweight enough for real-time viewport playback in Blender 4.x.
The model must comfortably perform these actions without extra cleanup on my end: running, jumping, pushing, flying, talking and general emoting. Please weight-test each of those motions before delivery so deformation stays tidy on elbows, knees, shoulders and face.
Clean topology, non-destructive UVs and PBR texture sets (base-color, roughness, metallic, normal) are expected. Feel free to use any sculpting or texturing pipeline—ZBrush, Substance, Mari—as long as the final asset opens flawlessly in native .blend format.
Deliverables
• .blend scene with the fully rigged character
• All texture maps at 4K in a clearly labelled folder
• Short playblast or Marmoset turntable demonstrating the specified actions
I’ll sign off once the rig drives the listed moves without visible artefacts, facial controls hit the high-detail range, and shading stays consistent under standard HDRI lighting. Looking forward to seeing your take on this tiny hero!
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