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Sub-D Retopology for Sci-Fi Prop

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event发布于 2026年11月08日 · verified我们于 2026年11月08日 确认该职位仍然有效

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US$ 10 – US$ 20 (每个项目)

职位介绍

Project Title: Sub-D Retopology for Hard-Surface Sci-Fi Prop Component (Blender 5.1) Application Requirement (Read First): To be considered for this project, your proposal MUST include at least one viewport screenshot showing a hard-surface wireframe you have manually modeled. I need to see your ability to route clean, Sub-D quad topology around curves and intersecting planes. Proposals without a relevant wireframe example will be immediately declined. Project Overview: I am looking for a technical 3D modeler to perform manual retopology on a specific hard-surface component using a Blender 5.1 / FBX workflow. Scope of Work & Reference Files: Target Asset: A single mechanical section (the main body where the handle mounts) of a larger handheld sci-fi prop. The Goal: Route a clean, quad-based mesh over the provided base geometry that holds its shape perfectly under a Subdivision Surface (Sub-D) modifier. You will need to resolve existing n-gons, triangles, and messy booleans, ensuring the edge flow around all corners and intersecting curves is mathematically sound to prevent any shading pinches, dents, or artifacts when subdivided. Provided References: Please review the attached reference images highlighting the specific failure points on the current mesh. The files CurrentFlawsWireframe01.jpg and CurrentFlawsWireframe02.jpg show the flawed base geometry. The files CurrentFlawsShading01.png and CurrentFlawsShading02.png show the resulting shading dents and tension points that you must eliminate. Strict Technical Constraints: No Auto-Retopo: The final deliverable must be manually routed, perfectly quad-dominant, and optimized strictly for clean Sub-D smoothing. Exact Volume Matching: The rebuilt component must match the exact outer dimensions and intersecting planes of the provided mesh to ensure it drops flawlessly back into the master assembly without gaps. Locked Spatial Coordinates: The provided .fbx has all transforms applied. Do not move the object in Object Mode or alter the origin point. The coordinates must remain exactly at Location X: 0, Y: 0, Z: 0. Deliverables & "Proof-on-Screen" Verification: Before the final FBX is submitted and the milestone is approved, you must provide in the chat: Clear wireframe viewport screenshots showing the Sub-D ready quad topology, specifically highlighting how the edge loops route around the previously flawed corners and curved sections. A screenshot of your Object Transform panel proving the Location coordinates remain exactly at 0,0,0.

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