
Mocap Fully Rigged Character with 2D Toon-Shaded Style
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- #4489819
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Description
What We Will Provide: To ensure you have everything you need to accurately capture Roxy's personality and design, we will supply comprehensive 2D reference materials, including:
- Rough sketches and conceptual drawings.
- Final, polished 2D character designs and turnarounds.
- Detailed expression sheets (crucial for guiding facial rigging and blendshapes).
The Role: We are looking for a talented 3D Character Artist and Technical Animator to take our 2D character designs and build a fully functional, production-ready 3D character. You will be responsible for the entire pipeline of this character: from the initial 3D modelling, texturing, and finally, creating a robust rig tailored for motion capture data animation.
Scope of Work:
- 3D Modelling: Accurately translate our provided 2D drawings into a high-quality 3D model.
- Texturing/Shading: Fully texture the character to match the intended art style.
- Rigging for Mocap: Build a skeletal and facial rig optimized for motion capture data retargeting.
- The rig must be clean, functional, and ideally compatible with standard mocap setups (e.g., Vicon).
- Weight Painting: Ensure smooth, natural deformations during movement.
Technical Requirements:
- Software Compatibility: The final deliverable must be fully compatible with Autodesk Maya.
- File Format: The final model and rig must be delivered as an .FBX file.
- Clean Topology: The model must have clean, animation-friendly edge flow.
Future Opportunities:
The Future: Please note that while the budget for this initial teaser phase is modest, this short film will be used to pitch for series funding and commissions. If Roxy is greenlit for a series, this role has the strong potential to evolve into an ongoing, long-term position. We will need a dedicated 3D artist to model outfit variations for Roxy, as well as design and build out a full cast of other characters within the Roxy universe.
What We Need From You:
- A link to your portfolio/showreel demonstrating strong character modeling, texturing, and specifically, your rigging capabilities.
- A brief estimate of your turnaround time based on this description.
To be considered for this role, please answer the two questions attached to this ad.
Kevin D.
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Hi Kevin,
Before I apply, I just want to clarify a few key points to make sure the scope and expectations are fully aligned for this phase:
For the 2D to 3D translation, how strict does the likeness need to be. Are you aiming for near exact replication of the illustrated style or a slightly adapted version that works better in 3D?
Regarding the toon shading style shown in your reference, do you expect a real time shader setup for rendering in engine, or a more controlled look for offline rendering?
For mocap integration, which system are you planning to use in practice. You mentioned Vicon, but should the rig be optimised for any specific pipeline or retargeting workflow?
How complex do you want the facial rig to be at this stage. Basic expression support for the teaser or a more advanced setup with full blendshape control?
Will the character require cloth or hair simulation, or should these be kept fully rigged and animation friendly for mocap use?
Do you already have scale and proportion standards defined for integration into live action footage?
For delivery, do you require a fully production ready file with controllers, naming conventions, and clean hierarchy, or just a functional rig for the teaser phase?
Given the £300 budget for this initial phase, which areas would you like prioritised most. Visual fidelity, rig robustness, or speed of delivery?
What is your expected timeline within the 3 to 4 week window for first pass and revisions?
Once I understand these, I can outline the most efficient approach to build Roxy in a way that supports both the teaser and future expansion.
Thanks