I’m looking for an experienced Blender artist to prepare a simple stylized character for use in Unreal Engine 5.
Important: I am not looking for a redesign or sculpt. The character’s shape is already complete. I only need the topology and UVs professionally cleaned up.
Deliverables
Please provide a single .blend file containing:
- Clean, animation-ready topology
- Professionally unwrapped UVs
- No overlapping UVs
- Even texel density
- Logical seam placement
- A mesh suitable for real-time game use in Unreal Engine 5
Requirements
The finished mesh should follow modern game-development best practices, including:
- Animation-ready edge flow
- Clean edge loops around the shoulders, arms, legs, and other deforming areas.
- The character should deform cleanly during animation without excessive pinching or folding.
- Quad-dominant topology
- 100% quads preferred.
- If triangles are absolutely necessary, they should only exist in flat, non-deforming areas.
- Professional UV layout
- Strategic seam placement along natural or hidden areas where possible.
- Consistent texel density throughout the character.
- Efficient packing within the 0–1 UV space.
- No overlapping UV islands.
- No collapsed or extremely stretched UV faces.
Project Context
This character is for a multiplayer game in Unreal Engine 5.
The game uses a custom runtime painting system that paints directly onto the character’s UVs using Render Targets. Because of this, the UV layout must be especially clean and predictable.
What I Will Provide
- Blender file containing the current character
- Reference images if needed
Expected Timeline
The mesh is intentionally simple.
I expect the work to take roughly:
- 4–8 hours for retopology
- 1–3 hours for UV unwrapping and packing
I’m hoping for delivery within 2–5 business days, including one round of minor revisions if needed.
When applying
Please include:
- Examples of stylized game characters you’ve retopologized.
- Examples of UV layouts you’ve created.
- Your estimated turnaround time.
- Your quote for the project.
Bonus: Experience preparing meshes for texture painting workflows (Substance Painter, Mari, Blender Texture Paint, or custom runtime painting systems) is highly preferred but not required.