2D Character Cut-Up Artist for Spine Animation
Worldwide
Title 2D Character Cut-Up Artist for Spine Animation Layered PSD Prep (Talking Avatar) Category Game Art (secondary: 2D Animation) Skills: Adobe Photoshop, Digital Painting, 2D Game Art, Character Design, Spine 2D, Live2D We are building AI tutor avatars for a language-learning mobile app. We provide AI-generated, 3D-render-style character portraits (Pixar-like). You will segment them into rig-ready layered PSDs for a Spine talking-head animation (rigging is NOT part of this job). A reference example of the target segmentation level is attached. Note: the reference image may not show every required part, the layer list below is the authoritative spec. === SCOPE === This is a cut-up + digital painting job, not just masking. Roughly half the work is reconstructing areas that do not exist in the source image, painted to match the original render style: Scalp, forehead and skin behind the hair Neck area behind the chin and hair Mouth interior, upper and lower teeth strips (not visible in the source at all) Eye whites (sclera) behind the eyelids, and skin behind the eyeballs Inner cheek patches at the mouth corners Shoulders/clothing behind the hair mass Painted areas must match the avatar's shading style (soft subsurface skin shading, smooth gradients, no hard edges). If the mouth interior looks "pasted on" when the jaw opens, the work is not acceptable. === FILES WE PROVIDE === avatar_final png — main reference: neutral expression, fully frontal, lips very slightly parted avatar_bald png — same character without hair, to reconstruct the scalp/forehead/shoulder areas cleanly reference_atlas png — example of the target segmentation level === REQUIRED LAYERS === Exact names, English, no spaces, unique (no duplicate layer names). Naming must be kept as-is — the animator's import script depends on it. Body torso + neck + clothing, extended up behind the head and hair HairBack hair mass behind the head/shoulders, full silhouette head face + front hair as ONE piece; eye sockets emptied (transparent holes); lips painted neutral, very slightly parted L_Sclera / R_Sclera eye whites, full ovals, painted larger than the visible opening L_Iris / R_Iris iris + pupil + highlight, full circles, equal size left/right Mouth_BG mouth interior (dark cavity), extends past the lip line in all directions Teeth_Up upper teeth strip incl. gum line (upper teeth stay fixed to the skull) Teeth_Down lower teeth strip (moves with the jaw) Tongue separate layer (needed for L / TH / D mouth shapes) L_Cheek_In / R_Cheek_In inner cheek patches at the mouth corners L_Earring / R_Earring only if the character wears jewellery Layer order (bottom to top): HairBack → Body → Mouth_BG → Teeth_Up → Tongue → Teeth_Down → Cheek_In patches → Scleras → Irises → head → earrings. === TECHNICAL REQUIREMENTS === Layered PSD, transparent background. No merged groups, no clipping masks, layer effects rasterized. Canvas 4096 to 4096 pixel; the head layer approx. 1400 to 1700 pixel tall. Do not downscale the source. ALL PARTS IN PLACE, cut from the single source image at a single scale, no re-generated, moved or re-scaled parts. With all layers visible, the file must reconstruct the source image pixel-identically. Self-check before delivery: if all-layers-on does not look identical to the source, do not deliver. Overlap padding: every part extends 20 to 40 pixel underneath the part covering it, painted, not cloned/smeared. Eye sockets in head fully transparent, eyelid edges and lashes cleanly painted; eyeball layers sit behind. Blinks will be done by mesh-deforming the head layer, so the skin around the eyes must read correctly at any lid position. Teeth painted straight-on, full arch, in the character's own stylized render style — no photorealistic patches. Group Mouth_BG, Teeth_Up, Teeth_Down, Tongue and the cheek patches in a folder named MouthKit — we will reuse this kit across future characters with colour adjustment. === DELIVERABLES === Layered PSD per the spec above Flattened preview PNG (all layers visible) Preview PNG with the head layer hidden (to verify the painted areas underneath) === ACCEPTANCE CRITERIA === All layers visible = pixel-identical to the source reference Hiding head reveals fully painted scalp, eye sockets, mouth interior and teeth — no holes, no transparent gaps, no seams Painted regions match the source render style, no visible style break Real overlap padding under every neighbouring part (checked by nudging layers) Layer names match the list exactly, all unique
- Less than 30 hrs/weekHourly
- < 1 monthDuration
- IntermediateExperience Level
$5.00
-
$25.00
Hourly- Remote Job
- One-time projectProject Type
Skills and Expertise
Activity on this job
- Proposals:10 to 15
- Last viewed by client:last week
- Interviewing:2
- Invites sent:2
- Unanswered invites:0
About the client
- Turkey2:57 AM
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