Custom 3d model of BMX bike
Worldwide
# BMX Bike Model — Job Brief I need a BMX bike model for a 3D web game. No rider — just the bike. **Most important:** my game builds the bike's moving parts by reading **object names**. If the names are wrong, the bike does not work. Please follow Section 2 exactly. ## 1. What to deliver - One `.glb` file (glTF 2.0 binary) - Source file (`.blend`, `.max`, or `.fbx`) - Texture files (PNG) - Commercial license — I can use it in a game I sell ## 2. Object names (most important) Name your objects exactly like this list. Lowercase. Keep the `_low` ending. | Object name | Part | |---|---| | `tire_low` | Tires (2) | | `rim_low` | Rims (2) | | `hub_low` | Hubs (2) | | `wheelshaft_low` | Axles (2) | | `spoke_low` | Spokes | | `valve_low` | Valve stems | | `peg_low` | Axle pegs | | `gearsmall_low` | Rear cog | | `crankarm_low` | Crank arms (2) | | `gearbig_low` | Chainring | | `pedal_low` | Pedals (2) | | `pedalpin_low` | Pedal pins | | `frameshaft_low` | Bottom bracket shaft | | `rudder_low` | Handlebar | | `rudderholder_low` | Stem | | `holderpin_low` | Stem bolts | | `frontframe_low` | Fork | | `cylinder` | Bar crossbar / grips | | `frame_low` | Main frame | | `framedet_low` | Frame details | | `framepin_low` | Frame bolts | | `tube_low` | Seat post | | `wire_low` | Brake cable | | `seater_low` | Saddle | | `seaterdet1_low` | Saddle detail | | `seaterdet2_low` | Saddle detail | | `seaterpin_low` | Saddle clamp | | `chaindet1_low` | Chain links | | `chaindet2_low` | Chain links | Rules: - You can add anything after the name. `frame_low`, `frame_low.007`, `frame_low_Cylinder` all work. - **Except `cylinder`** — that one must be exactly `cylinder`, nothing after it. - Front and back use the **same name**. My game finds the front one by its position. So both tires are just `tire_low`. - **Keep everything flat.** Every object must be a direct child of the scene root. Do not put objects inside groups or collections. ## 3. Position and size - Bike faces **+Z**. Front wheel at positive Z. - **+Y** is up. Wheels sit on **Y = 0**. - Centered on **X = 0**. - Units: meters. Y-up (normal glTF). - The bike must be **longer than it is tall or wide**. My game scales the model by its longest side, so if the handlebars are wider than the bike is long, it comes out too small. - Apply / freeze all transforms. Scale must be 1,1,1. Match these sizes (meters): ``` length 1.31 height 0.87 width 0.59 wheel diameter 0.47 wheelbase 0.84 ``` ## 4. Moving parts The game code moves parts by name. **Do not add any animation, bones, rig, or shape keys**. - Both wheels spin - Cranks and pedals spin - Fork + handlebar + front wheel turn left/right together - Chain, frame and saddle do not move Two things this needs from your model: 1. **Each wheel must be perfectly round and centered** on its rim/tire/hub/axle. If it is off-center, the wheel wobbles when it spins. 2. **The chainring must be centered on the bottom bracket.** If not, the cranks spin crooked. ## 5. Textures My game uses **flat unlit materials** — no lighting. - **Base color / albedo only.** Normal, roughness, metallic, AO maps are deleted. Don't use them. - **Do not bake lighting, shadows, or AO** into the texture. My game adds its own light. - Paint all the shading into the base color texture. - PNG, 1024×1024, **3 textures maximum**. - No transparency. **Paint color — important:** Players change the bike color in-game. My code finds paintable areas by looking for **red pixels**. We can change this but need to be on the same page for how it works. Currently: - Paint these areas **dark red, around `#9A0000`**: frame, fork, seat post, brake cable, spokes, hubs, axles, pegs. Change brightness for shading, not the color. - These must be **not red at all**: tires, rims, chain, gears, saddle, pedals, cranks, handlebar, stem. Use grey, black, or any non-red color. If you make the tires or saddle reddish, they will change color with the paint and look broken. ## 6. Limits - Under **40,000 triangles** - Under **7 MB** - Under 65,536 vertices per mesh - One LOD only - No skinning, no animation, no shape keys ## 7. Before you deliver 1. Check every object name against Section 2. 2. Check every object is directly under the scene root, not inside a group. 3. Spin each wheel in your viewport — no wobble. 4. Spin the cranks — no wobble. 5. Bike faces +Z, sits on Y = 0. 6. Import your own `.glb` into a new empty scene and check the names are still correct. Some exporters change names. **Please send me a screenshot of your outliner (object list) before you finish**, so I can check the names are right.
$50.00
Fixed-price- IntermediateExperience Level
- Remote Job
- One-time projectProject Type
Skills and Expertise
Activity on this job
- Proposals:5 to 10
- Last viewed by client:5 days ago
- Interviewing:0
- Invites sent:0
- Unanswered invites:0
About the client
- United StatesPhiladelphia5:44 PM
- Individual client
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