Stylized low-poly female base character — Unity Humanoid rig + blendshapes + modular

Posted 5 days ago

Worldwide

Summary

I'm a solo dev building a stylized adult-comedy crime game in Unity (URP) — Saints Row / It's Only Money tone. Low-poly, Synty-compatible, with a specific signature cartoon style (concept art provided). I need ONE female base character engineered as a flexible system that I vary at runtime — body morphs, color tints, code-driven brow expression, swappable outfit textures, and accessories — to generate thousands of unique characters from one mesh. This is a system build, not a single static model. Read the whole brief; the modularity requirements are the point. I'm providing AI concept art of the exact look (front T-pose + styled references + body-variation references). Match the design closely, clean up any AI artifacts, and build it game-ready in the stylized look. A bold ink outline is applied in-engine — you do not need to bake outlines into textures. 🔒 The signature style (locked — present on every character, the brand) - Heavy, half-closed droopy eyelids (the key "tell") - Thick, bold eyebrows - Squarer / wider jaw (not a round sphere) - Female layer on top: eyelashes, fuller lips, light makeup — added without softening the signature This face style must be preserved through all morphs and variations. (See concept art — do not drift toward a generic or pure South Park look.) Core philosophy: lock the DNA, expose everything else The signature above is fixed. Everything else is modular and varied at runtime. Build accordingly DELIVERABLES 1. Female base mesh Game-ready, low-poly (~6k–15k tris), clean topology that supports blendshapes cleanly. Stylized to match the concept art. 2. Unity Humanoid–compatible rig Standard / Mixamo-style bone names, all meshes skinned to it, posed in a clean T-pose. Must import into Unity as a Humanoid Avatar with NO missing bones (I verify in Avatar Configure — must be all green). 3. Separate facial-feature meshes (for code-driven expression) - Eyebrows delivered as separate mesh objects (one per brow), parented to the head, each with its pivot at the inner end, so I can rotate them in code for expression (angry ↔ raised). Do NOT bake brows into the face texture or fuse them into the head mesh. - (Bonus / optional, quote separately): eyes/pupils and mouth as separate pieces too, so I can code-drive looking, blinking, and mouth expressions. 4. Body morph sliders (blendshapes) — THE BUILD-A-BODY SYSTEM This is the heart of the project. Deliver these as independent, named blendshapes that combine cleanly (any mix at any strength must not break the mesh). Code rolls each 0–100% per character, so they must stack — e.g. skinny + huge butt, chubby + pregnant, tall + ripped. Here's the morph sliders chart: https://i.imgur.com/6AkX7mE.png These map directly to the reference images I'm attaching (chubby = Weight, pregnant = Pregnant, big/small bust = BreastSize, big butt = ButtHips, granny = Age, bodybuilder = Muscle). They must all share the locked face and read as one family. 5. Runtime-recolorable zones (so I can tint per character in code) Deliver colors separated, NOT baked into one flat texture: - Separate materials: skin, hair, eyes/iris, teeth, eyebrows (so brow color tints). - A single "makeup mask" texture for features painted on the face — lips, blush, eyeshadow — with each on its own mask channel/region (tell me the channel layout). Keep the face on one material + mask (don't split makeup into many materials — performance). I write the shader; you provide clean separated regions. - Skin material must tint cleanly across all origins (light→dark). 6. Clothing — painted-on textures (NOT separate deforming meshes for v1) - 4–5 outfit albedo variants painted onto the base body (e.g. the worker outfit shown, tank + jeans, a dress, etc.). Painted-on so they automatically follow every body morph with zero clipping. - Make clothing albedos tint-friendly (mostly white/greyscale where possible) so I can recolor per worker, plus a few full-color variants. 7. Modular accessory props (8–10) - Separate meshes, fitted to the head/body, with sensible pivots so they attach cleanly to a head/neck socket without clipping: hoop earrings, choker, caps/hats, sunglasses, chains, handbag, bandana, etc. (WE'LL DO PROPS LATER FOR A DIFFERENT MILESTONE) 🔧 Critical technical requirements (non-negotiable) 1. Delivered as FBX with the armature included and all meshes skinned to it (a prior artist sent meshes with no rig — that fails), plus the editable source file and all textures. 2.Humanoid Avatar imports with no missing bones. 3. Skin, hair, eyes, teeth, eyebrows = separate materials. Makeup via the mask. Nothing color-critical baked into one combined texture. 4. All blendshapes named exactly as listed and working in Unity, combinable. 5. Eyebrows as separate rotatable meshes (not baked, not fused). 6. Stylized flat textures matching the concept art. 7. Target: Unity URP, low-poly, Synty-compatible. This is a system build — price for the morph set + modular setup, not a single model. Here is the base female model with alternate mockup versions of old, buff, pregnant, overweight, etc. https://imgur.com/a/gaaW454 Let's get to work!

  • $250.00

    Fixed-price
  • Entry level
    Experience Level
  • Remote Job
  • Ongoing project
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Skills and Expertise
Mandatory skills
3D Modeling
Character Design
Activity on this job
  • Proposals:5 to 10
  • Last viewed by client:5 days ago
  • Hires:
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  • Interviewing:
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About the client
Member since Sep 14, 2017
  • United States
    Bowling Green1:42 AM
  • $63K total spent
    93 hires, 13 active
  • 1,348 hours
  • Education
    Individual client

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