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3D Runner Asset Creation for ApexRR

3D Runner Asset Creation for ApexRR

Pending
💰 AUD 250–750 👤 Unknown 🕒 19d ago status: new
3D Rendering Animation 3D Modelling 3D Animation 3D Design Three.js 3D Rigging Visual Effects Virtual Reality
ApexRR 3D Runner Asset Conversion Brief Overview ApexRR already has a 3D rider character system in development for cycling. For the running version, we want to reuse the existing human athlete assets wherever practical in order to reduce time, cost, and duplication. This means the running characters should not be built from scratch unless necessary. The goal is to create a running variant of the existing athlete avatar system, using the same base body standards, skin materials, head assets, hair assets, and general rig/skeleton conventions as the rider version, while adding: running-specific clothing, running-specific shoes, running-specific accessories, running-specific animation clips, any minor body or rig adjustments required for believable running motion. The final result should be a modular, real-time, browser-ready running character system for use in Three.js / React Three Fiber. Core Principle Reuse first, rebuild only where needed The running version should reuse the existing rider-character human assets as much as possible, including: male and female base body meshes, head meshes, skin materials / skin tone workflow, hair meshes and colour options, facial hair meshes, core skeleton / rig structure, UV/material naming standards, general modular avatar logic. New work should focus only on the parts that are genuinely sport-specific to running. What Should Be Reused From the Rider Version The following should be reused from the rider asset system wherever possible: Base Human Assets male standard body male lean / muscular variation if available female standard body female lean variation if available head meshes face materials skin texture workflow shared skin tone system Appearance Variations hair meshes hair colour system facial hair options eyebrow / face detail workflow any existing head/skin UV standards Rig / Technical Standards shared humanoid skeleton structure naming conventions GLB export pipeline PBR material standards browser compatibility standards mesh separation logic for swappable avatar parts What Must Be New For Running The following items must be newly created or adapted for running use: Running Clothing New modular clothing meshes are required for running. Required top variants Race singlet Short-sleeve running tee Long-sleeve running top Female sports bra Female running vest / race top Required bottom variants Split shorts Half tights Full tights Optional female race-cut brief/bottom if useful Running Shoes New running shoe meshes are required. Required shoe variants Road racing shoe Daily trainer Trail shoe optional but preferred These should read clearly as running footwear, not cycling shoes. Running Accessories New optional accessory meshes: running cap visor race bib sports watch sunglasses optional Running Animations A completely new animation set is required for running. Cycling animations cannot be reused. What Is Not Required To Be Rebuilt The following should not be rebuilt unless there is a clear technical reason: new heads from scratch new skin textures from scratch new full body meshes from scratch new hair system from scratch, unless current hair is unsuitable for runtime new facial system, unless required for a specific purpose a separate unrelated skeleton system IF you think you can improve on the existing assets, please do also suggest any improvements. 2 examples of the 4 3d assets attached due to size constraints.
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