3D Artist for Fantasy Tree

Posted 3 weeks ago

Worldwide

Summary

We are building an augmented reality concept-demo app (iOS/iPadOS, with a later Unity/Android version). The centerpiece is a stylized fantasy tree with a subtle bioluminescent glow — think "Avatar"-style: flowing trunk, glowing veins, hanging wisteria-like blossoms, cyan/turquoise/purple light accents. The tree is placed in the real world through AR and appears to grow over time. To simulate this, we need the tree delivered as several distinct growth-phase models (see below), not one model scaled up and down. This is real-time content for mobile GPUs, so a clean, optimized, game-ready asset is essential. Deliverables We need 5 growth-phase models of the same tree, sharing one consistent art style and material setup: Sprout (~30 cm) — thin stem, few leaves, faint glow Young sapling Developing tree Mature tree Full fantastical form — dense canopy, hanging blossoms, strongest bioluminescence Each phase should read as the same tree at a different stage, with silhouette and detail evolving naturally (branching density, foliage, blossoms, and emissive intensity all increasing). Phased engagement: We would like to commission the mature "hero" tree first to lock the style, performance, and glow look. Once approved, the remaining phases follow in the same style. Please quote both the hero model and the full set of 5. Attached an example picture from the fully grown tree we are looking at. Files & Formats (per model) Editable source file (Blender .blend preferred; Maya/Max native accepted) — required. glTF / GLB with textures (clean master for both platforms). .usdz for iOS/RealityKit (convertible from glTF). .fbx or .glb + textures for Unity. Technical Specifications Polygon budget (real-time, mobile) Hero/mature tree: target ~30k–120k triangles. Smaller phases: proportionally fewer. Foliage as textured alpha-clip / cutout cards (not alpha blend, not individually modeled leaves). LODs appreciated if you can provide them. Textures / PBR PBR metallic-roughness workflow (glTF standard; compatible with RealityKit and Unity URP). Maps: Base Color, Normal, Roughness/Metallic (ORM packed is fine), Ambient Occlusion, and — critically — Emissive. 2K resolution (2048×2048), power-of-two. The Emissive map with a mask drives the bioluminescent veins/blossoms; we need to animate a light pulse, so keep the emissive areas cleanly masked. Scale, pivot & orientation (critical for AR) Model in meters, 1 unit = 1 meter. Pivot at the base of the trunk, centered on X/Z. Y-up. (All phases must share this so they swap in place without jumps.) Style & bioluminescence Glowing veins along trunk and branches; luminous leaf tips and hanging blossoms. Palette: cyan / turquoise / purple accents (see reference). Do not bake floating particles (spores, drifting seeds) into the model — those are handled in-engine. A single sprite/texture for them is welcome but optional. Animation A subtle idle wind sway (light rig or delivered so it can be driven by a vertex/shader wind in-engine). Topology & hygiene Clean quad topology, no n-gons, non-overlapping UVs, correct normals, sensible material/mesh naming. Reference Material We will provide concept renders of the tree (the exact bioluminescent Avatar-style look, hanging wisteria, light veins) as the primary style reference upon engagement. Suggested Milestones Grayscale blockout of the hero tree (silhouette + proportions approval) Hero tree textured, with emissive/bioluminescence Validation in AR (we test in AR Quick Look) → revision round Remaining 4 growth phases in the approved style Idle wind animation To Apply, Please Send Portfolio links showing stylized organic / foliage / fantasy 3D work (real-time/game-ready a plus). Confirmation you can deliver in glTF + USDZ + FBX with a proper PBR emissive setup. Your quote for (a) the hero mature tree and (b) the full set of 5 phases. Estimated timeline for the hero model. Thank you — we're looking for a clean, optimized, beautiful asset and a collaborator we can grow this project with.

  • $80.00

    Fixed-price
  • Intermediate
    Experience Level
  • Remote Job
  • One-time project
    Project Type
Skills and Expertise
Mandatory skills
3D Design
3D Modeling
Nice-to-have skills
Blender
3D Rigging
Activity on this job
  • Proposals:5 to 10
  • Last viewed by client:2 weeks ago
  • Hires:
    1
  • Interviewing:
    0
  • Invites sent:
    0
  • Unanswered invites:
    0
About the client
Member since Mar 15, 2018
  • United States
    Dover10:14 AM
  • $2.1K total spent
    11 hires, 1 active
  • 36 hours
  • Media & Entertainment
    Individual client

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