Project Overview
I am building a web-based 3D armor fit checking tool for cosplayers and prop makers. Users input their body measurements and a 3D mannequin scales to represent their body. They then position their own armor models around the mannequin to assess fit before committing to fabrication or printing.
The mannequin must scale accurately at specific measurement landmarks. I need a Blender artist to create the morph targets (shape keys) that drive this deformation.
pipeline is MakeHuman - Blender5.0 - three.js
The Meshes
• MakeHuman base mesh, male and female — two separate .blend files
• roughly 13,500 faces, clean quad topology
• Vertex groups are already created and named for each measurement region — you do not need to define regions from scratch but edit as you feel is needed
• Existing MakeHuman rig bones are present and can be used as reference for weight painting transitions
i do not mind doing additional work if needed to get this project done within my budget but im nearing the limit of my ability in blender currently.
Needs: shape keys and weight painting for use in three.js
optional: small assortment(2 maybe 3) of poses for the mannequins nothing fancy or crazy
this is not for export into any game engine, animations, video, etc… this is only for a static posable mannequin for visual reference nothing fancy needed
BUDGET: negotiable within reason but im currently around $200 US im not asking for miracles or free labor. im unemployed and on a reasonable budget. im open to discussion.
timeline:
i would like to have everything done by May 1st so i can finish the coding and launch by May 15. not mandatory given my budget but definitely preferred.
i will provide the following:
male and female .blend files
measurement point reference material
measurement values- min, max
script for measuring edge loops
what i want:
.blend of the mannequins for each… male and female with shape keys and painting done


