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Game-Ready Modular Cyclist Avatar Assets

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placeCO home_workRemoto assignmentPor contrato publicEmpleo agregado · CO

eventPublicado el 28 oct 2026 · verifiedConfirmamos el 28 oct 2026 que sigue activo

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US$ 250 – US$ 750 por proyecto

Sobre el empleo

I need a professional 3D artist to create the final, game-ready avatar assets for Tramo, an Android cycling app. Each user has a 3D human cyclist that levels up and can equip clothing, gear and bikes. The avatar is rendered in real time on mid-range phones by our own C++ engine (OpenGL ES 3.0), so all assets must be clean and optimized. Style: we like stylized hero characters with hand-painted textures, similar to MOBA games. These two models show the level and feel we are looking for: - https://sketchfab.com/3d-models/none-e285df46a7c640bf9d5eeb1454ab8a4b - https://sketchfab.com/3d-models/none-f30e97934b9047fd9971ed022843efb4 These are only style references: our characters are modern human cyclists, not fantasy. We are open to your proposals. No third-party brands or logos, only our logo (SVG provided). Scope: - 2 base bodies (male and female): bare skin, minimal underwear, barefoot, short hair. Same skeleton with Mixamo-compatible bone names, A-pose, good deformation. Around 20-25k triangles per body, plus a lighter LOD. - About 26 modular clothing items (cycling jerseys, bib shorts, gloves, cycling shoes, casual items), each fitted to BOTH bodies and skinned to the same skeleton. They must combine without clipping or gaps at waist, wrists and ankles. Around 3-8k triangles each. - Rigid accessories: about 7 helmets, 3 sunglasses and a watch, attached to the head or wrist bone and fitting both bodies. - About 5 bikes (city, fixie and road bikes), in the same style and scale as the character. The cyclist stands next to the bike, not riding it. Avoid thin wire spokes: use solid or deep-section wheels that read well on a phone screen. Around 10-15k triangles per bike. - Budget for the full dressed character (body + clothing + accessories): max 50-60k triangles, plus the bike. If you think a different split works better, tell us in your proposal. - Optional, quoted separately: a few poses and gestures on the same skeleton, and 3 trophies. Technical: .glb (glTF 2.0), one file per body, one per clothing item per body, and one per accessory and bike. Hand-painted or PBR textures: 2048 px for bodies, 1024 px for clothing, accessories and bikes. Clean UVs and normals, real-world scale, Y-up. Names in English. Source files (.blend) included. Milestones: first both bodies plus one complete outfit and one bike, which we test in our engine before continuing; then the rest of the clothing; then accessories and bikes. Full commercial rights transfer, 100% original work. To apply: portfolio with game-ready characters (ideally stylized and with swappable clothing), experience with glTF and Mixamo rigs, how you would adapt this style to a modern cyclist (with examples of your own work), and price and timeline per milestone. Start your proposal with the word "pedal".

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