We need to make the 3D model of a wardrobe, low poly, ready to use in real time game engine Unity3D, pretty realistic.
The scheme of model is attached, you can see needed doors type here: [login to view URL]
NO clothes inside)
Wardrobe interior, you can find it attached.
All units should be visible in the wardrobe while it’s open. It should be easy to click on each unit and make it active. Active units move out from the wardrobe and appear as a 3D model in front of the player. Players can spin it around and dress their character by clicking the left mouse button.
Wardrobe elements: (all elements in the picture were made as an example. You can change the view. General goal is to make all units clickable.)
Upper level shelves: For bags and backpacks. (8 units)
Left wardrobe area: To hang long clothes like dresses, coats and costumes. Players can also hang short pieces of clothing in this area (i.e. jackets, blouses, etc) (15 units)
Middle wardrobe area: For short hanging clothes like jackets, blouses and others which aren’t T-shirts, sport clothing or pants. (15 units)
Lower level shelves: For shoes in pairs. (12 units)
Left shelves: For T-shirts, sport shirts and all other types of shirts. (7 shelves, 5 units in each, 35 units total)
Right shelves: For pants, shorts, skirts and everything for lower body. (8 shelves, 5 units in each, 40 units total)
Middle drawers: Each one should move out with left click. Camera angle should change to player’s point of view. We will see drawer’s close up from the top. All units in the drawer may be on top of each other but each one of them should be clickable.
Middle drawers list:
Accessories: Pins, hairpins, cufflinks, ties (10 units)
Glasses. (10 units)
Watches and gloves (10 units)
Jewelry (20 units)
Underwear (20 units)
Tecnhical requirements:
* Base of the wardrobe should be made as one mesh
* All moving parts should be made as separate meshes. Drawer's Pivot Point is located in the center of the mesh, Door's Pivot Point is placed on door hinge's rotation axis.
* Textures: Diffuse, Normal, Specular, 4096x4096 px. Global Illumination effects (ambient occlusion) should be baked to Diffuse texture. No baked direct lighting needed.
* Each panel of the wardrobe should consist of 6 quads/12 triangles. ~ 340 tris total per base, 60 tris per drawer, 32 tris per door+hinges.
Models should be provided in FBX format
Textures - in TGA format
Dear sir, we are interested to do this project.
we had read your project description and understood your requirement.
I have 17 years experience in industrial design,
I worked on various mechanical software,
my expertise are
-Product design
-3d modelling for 3d print and plastic products.
-rendering, animation.
-Plastic mold design
-Stamping die design
-Fixture design.
-sheet metal
I worked for various companies like, Technigraphics, Minda industries, Filtrum Tools and components, Tektronics.
I worked for electromechanical product design.
Presently I have company name sonen engineering solutions, we provide Design engineering and consultancy services(CAD/CAM/CAE).for Mechanical/Architect/it Industries with cost effective solutions
we are interested to work for this project.
i am happy to discuss with u further. my skype id will provide on request.
Thanks
uday
Hi ! My name is Hong ! I am a 3D Game artist ,I'm specialized in 3D Game modeling such as hard surface object , asset ,props , environment, character etc
I currently use Blender 3D as my go to modeller / renderer, it has built in FBX export and the basic Blender files can be directly imported into Unity 3D with all shape key animation already defined in Blender ready to roll in Unity.
Hi there,
I have 10+ years experience as a professional 3D designer. I'd be happy to undertake this project for you and would be no problem at all creating a low poly, realistic wardrobe for your game with the texture resolution (4096x4096) as requested (including all channels). See my portfolio for samples of my work. Sincerely,
Hew Stehbens.
We are an indie game studio that provides professional game development solutions. Our fundamental values include creative vision, passionate dedication, and adaptability. Our goal is making games that everyone can play, with game play nobody has seen before. Our flexibility and experience brings your product from concept to the shelves. That said, our focus is game play and letting people have fun with their friends.
Please open up a discussion so that we can answer any questions you may have.
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