3D asset built for a website an interactive hero

Posted 2 days ago

Only freelancers located in the U.S. may apply.U.S. located freelancers only

Summary

Needed a production 3D asset built for a website an interactive hero where our robot head "dissects": the outer shell separates with precise mechanical motion to reveal a glowing AI core, and each shell section becomes a selectable menu element. It renders live in the browser (Three.js), so this is a real-time asset, not a render job. I'm attaching the reference art; the model should faithfully recreate it same proportions, silhouette, materials, and color language. Please don't redesign it. Deliverable: one .glb file (glTF 2.0, binary) Structure — this is the critical part: - The outer shell must be modeled as six separate, watertight shell assemblies that nest together into the closed head. Not one mesh cut visually — six actual objects. - Plus a seventh object: the internal AI core (brain-like centerpiece with visible circuitry channels). - Name the nodes exactly: shell_01 through shell_06, and core. - Set each shell's pivot/origin at its resting (closed) position, oriented so it can glide outward along its natural separation direction. We animate the separation in code — you don't need to animate anything, but each panel's inner faces must be finished, since they'll be visible when open. - Real-world scale (head roughly 30 cm tall), Y-up, facing +Z. Materials/textures — PBR metal-rough workflow, one texture set shared across the shells plus one for the core: - Base color, metallic-roughness, normal, and emissive maps. The emissive map matters most: eye elements and neural circuitry lines that we'll pulse via code (electric blue, in the vein of #1A6EFF). - Author at 4K but deliver 2K versions too — we'll test which the web budget allows. Budgets (it must hold 60fps in a browser): - Target ≤ 150k triangles total, fewer if fidelity holds. Clean quad-dominant topology, no overlapping shells, no n-gon artifacts on the panel seams. - Final. glb ideally ≤ 15 MB with textures (we'll apply Draco/KTX2 compression on our end — deliver uncompressed, we handle that). Quality bar: Apple / Tesla / Boston Dynamics product visualization. It should read as a precision-engineered object, machined seams and all — not sci-fi, not game-prop. Also useful, if straightforward for you: a 4K 360° turntable render (closed and open states) from your DCC for marketing use, and the source file (. blend or equivalent) so we can regenerate maps later. First step, before you go deep: a quick blockout of the six-panel separation scheme (screenshots are fine) so we agree on where the seams fall, the six sections map to our six service domains, so the split layout matters to us. Skills needed - Blender, Maya, or ZBrush + Substance Painter

  • $500.00

    Fixed-price
  • Intermediate
    Experience Level
  • Remote Job
  • Ongoing project
    Project Type
Skills and Expertise
Mandatory skills
3D Animation
Substance Painter
Activity on this job
  • Proposals:Less than 5
  • Interviewing:
    0
  • Invites sent:
    0
  • Unanswered invites:
    0
About the client
Member since Jan 8, 2021
  • United States
    8:37 PM
  • Individual client

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