I will create game-ready 3D character models with PBR textures for Unity and Unreal

I will create game-ready 3D character models with PBR textures for Unity and Unreal

About this gig

I will create game-ready 3D character models with clean topology and PBR textures, exported and tested to drop straight into your Unity or Unreal project. From a concept sketch or a rough idea, I deliver a real-time character that animates cleanly and renders right.

What you get

  • A fully modeled 3D character built to your reference, concept art, or written brief (stylized, semi-realistic, or realistic)
  • Clean, deformation-friendly quad topology with proper edge loops around the face, shoulders, elbows, knees, and other bend zones for smooth animation
  • An optimized polygon budget agreed up front (typical real-time range is roughly 8k-40k triangles depending on the tier and use case)
  • Non-overlapping UV unwrapping with logical UV islands and efficient texel density for crisp texture detail
  • A complete PBR texture set baked from a high-poly sculpt: Base Color (Albedo), Normal, Roughness, Metallic, and Ambient Occlusion, plus Height/Emissive when the design calls for it
  • Texture maps delivered at your chosen resolution (1K / 2K / 4K) packed correctly for your engine
  • A metal-rough map set for Unity/standard pipelines and a specular-gloss or ORM-packed variant for Unreal on request
  • Native source file (Blender or Maya) plus clean FBX and OBJ exports
  • Optional glTF/GLB export for web and lightweight runtimes
  • Real engine import test: I drop the model into a clean Unity (URP/HDRP/Built-in) or Unreal 5 project and confirm scale, material setup, and normals are correct before handoff
  • A material/shader setup screenshot or short turntable so you can see exactly how it looks in-engine

Plans

FeatureBasicStandardPremium
Character complexitySimple / stylizedDetailed characterHero / high-detail character
Reference handlingFrom your conceptFrom your conceptConcept or my interpretation
TopologyGame-ready quadsOptimized animation-readyOptimized + face loops for facial rig
Polygon optimizationStandardLOD-awareLOD0 + LOD chain on request
UV unwrappingIncludedIncludedIncluded, multi-tile (UDIM) on request
PBR texture setBase Color, Normal, Roughness, Metallic, AOFull PBR set + 2K mapsFull PBR set + 4K maps
Texture resolution1K2K4K
Engine import testUnity or UnrealUnity or UnrealUnity and Unreal
Source file includedFBX/OBJFBX/OBJ + nativeFBX/OBJ + native + glTF
Turntable previewStatic rendersTurntable video
Revision rounds123

How it works

  1. Brief and references. You send concept art, photos, a mood board, or a written description. We agree on style, silhouette, polygon budget, target engine, and texture resolution.
  2. Blockout and proportions. I build a rough blockout so we lock the proportions and silhouette before any detail work. You approve this first checkpoint.
  3. High-poly sculpt. I sculpt the detailed forms, fabric folds, hard-surface elements, and surface detail that will be baked into the normal map.
  4. Retopology. I build clean, animation-ready low-poly topology over the sculpt, with edge loops placed for deformation and a budget that fits real-time use.
  5. UV unwrapping. I lay out non-overlapping UVs with consistent texel density and sensible island packing for clean texturing and minimal seams.
  6. Baking and texturing. I bake the high-poly detail down to the low-poly and author the full PBR texture set in Substance-style workflow, tuned for physically correct response in your engine.
  7. Engine test and delivery. I import into Unity and/or Unreal, set up the material, verify scale and normals, capture previews, and deliver all source and export files.

Why choose this

The model is not just "modeled" — it is built to actually work in a game. Topology is laid out for skinning and deformation, UVs are clean, normals are correct, and the PBR maps are authored against a real-time PBR shader rather than guessed. I test in the engine you actually ship in, so you do not receive a pretty render that falls apart on import. Scale is set to your unit convention, smoothing groups and tangents are handled, and every map is named and packed the way your pipeline expects. You get a predictable budget, clear checkpoints, and a model you can hand straight to a rigger or animator.

Who it's for / use cases

  • Indie studios and solo developers who need a polished hero or NPC character without staffing a full art team
  • Prototype and vertical-slice builds that need a real, animatable character to pitch or playtest
  • Mobile and stylized games that need tight polygon budgets and packed textures for performance
  • PC and console projects needing semi-realistic or realistic characters with high-detail PBR
  • VR/AR experiences and archviz scenes that need real-time-optimized human or creature models
  • Marketplace and asset-pack creators who need consistent, clean, well-documented characters
  • Animators and riggers who need a clean base mesh with reliable topology to build on

FAQ

Q: Do you rig and animate the character too? The default delivery is an unrigged, animation-ready mesh with clean topology for skinning. Rigging, skin weighting, and animation can be added as an extension — just tell me your target skeleton (e.g., Unreal Mannequin / Humanoid) up front.

Q: Which software do you use? Modeling and retopology in Blender or Maya, sculpting in ZBrush/Blender, and PBR texturing in a Substance-style workflow. You receive the native source plus universal FBX/OBJ exports, so you are not locked to my toolset.

Q: Will it really work in both Unity and Unreal? Yes. PBR is a shared standard, so the same maps work across both. On the Premium tier I import and verify in both engines; on lower tiers I test in the one you specify. I can pack maps in metal-rough, ORM, or spec-gloss depending on your pipeline.

Q: How do you handle polygon count and performance? We agree on a triangle budget before I start, based on your platform and how many of these characters appear on screen. I can also build a LOD chain so the model scales down cleanly with distance.

Q: Can you match a specific art style? Yes. Send reference and I will match stylized, semi-realistic, or realistic looks. The blockout checkpoint exists specifically so we confirm the style and proportions before detailed work begins.

Q: What do you need from me to start? Concept art or clear references, the target engine and version, your polygon budget (or let me recommend one), desired texture resolution, and whether the character will be rigged later so I can plan topology accordingly.

Q: What about revisions? Each tier includes a set number of revision rounds covering adjustments to modeling, UVs, and textures within the agreed scope. The staged checkpoints (blockout, retopo, texturing) keep changes cheap by catching direction issues early rather than at the end.

Q: Do you provide the high-poly sculpt and bakes? The low-poly game-ready model with baked PBR maps is the deliverable. The high-poly source can be included on request — mention it in your brief so I retain and organize those files for handoff.

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