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I am looking for a Technical Artist / 3D Game Artist to help establish and document a practical, reusable asset workflow for an existing legacy DirectX 8/9 MMORPG. This is a small pilot project related to an academic thesis/research project. It is not a mass asset production project, and available funding is limited. The game uses proprietary/custom resource formats, including: .msh — meshes / 3D models .ani — animations .chr — character-related data .orm — world/map data .itm — item/equipment resources .eff — effects .dds / .tga — textures .rvf — legacy resource/archive container Additional game-specific formats may also be involved. The main objective is to determine and validate a repeatable workflow such as: Existing game asset → extraction/conversion → Blender → editing or creation → export/conversion → game-compatible asset I can provide working game files, examples, and relevant technical/source-code information where available. Pilot scope A small number of representative assets will be used to validate the workflow, potentially including: one skin/outfit one weapon one NPC or character one creature/mob or prop optionally one basic aura/VFX example if it belongs to the same workflow These are technical test cases, not a request for bulk asset production. If several asset categories use essentially the same process, I am open to testing only what is actually necessary. The workflow should support both: modifying existing game assets creating new assets compatible with the existing game pipeline Main deliverable The most important result is a reusable workspace and documented workflow that avoids having to rediscover the technical process for every future asset. Depending on what is technically necessary, this may include: Blender source files / reusable scene templates correct scale, orientation and pivot setup existing skeletons / rigs where applicable materials and texture examples folder and naming conventions import/export configuration conversion procedures reusable presets Blender/Python scripts, import/export tools or small converters where genuinely necessary representative completed assets brief technical documentation documented limitations or requirements discovered during testing I am not looking for a large standalone custom asset editor at this stage. I prefer first establishing the real production workflow using standard artist tools such as Blender, then automating only the steps that actually require it. Project structure and payment I prefer a fixed-price project divided into paid milestones. I do not have a predetermined total project price and would like freelancers to propose their own estimate and milestone structure based on the actual technical scope. Because this is an academic thesis/research project with limited funding, I would prefer to begin with a relatively small paid technical discovery/assessment milestone before committing to the remaining stages. Please include in your proposal: Your proposed price for the initial discovery milestone. Your estimated total project cost, if enough information is available. Your suggested milestone structure and price for each stage. What you would deliver at the end of the first milestone. Which representative assets you believe are technically necessary to validate the workflow. Relevant experience with Blender, rigging, skinning, materials/textures and game-ready assets. Experience with proprietary, undocumented or legacy game asset formats. Experience creating Blender tools, Python scripts, import/export plugins or converters, if applicable. The scope can be refined after the initial technical assessment. The budget range selected on the platform is only an initial reference. Please propose your own fixed-price milestone structure based on the actual technical scope.
Project ID: 40707790
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"I’ve written this proposal specifically around your project, so please take a moment to read it fully." I think the best way to handle this is to start with a small technical discovery milestone first. I’d inspect the real .msh, .ani, .chr, textures, archives, and any source/code notes you can share, then test one complete workflow: game asset → extraction → Blender → edit → export → working game asset I work with Blender, game-ready 3D assets, rigging, skinning, textures, and Python-based workflows. You can also check my portfolio for my 3D and game-style work. For the first discovery milestone, I’d suggest $100. I’d deliver one tested asset workflow, scale/orientation/pivot setup, notes on what works, and a clear list of anything that needs custom scripts or converters. If the first stage goes well, I’d estimate the full project around $450–650 depending on how difficult the legacy formats are. I’d start with one character/outfit and one weapon, then test a creature or prop if needed. Question: Can you provide one complete working character example with its mesh, animation, textures, and related files? Please initiate a chat and send the sample files. I can review the structure and lock the milestones properly with you. Regards, Syed Basit
$100 USD in 7 days
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34 freelancers are bidding on average $881 USD for this job

Hi, I can approach this as a focused technical-discovery project, beginning with format analysis and one verified round trip rather than unnecessary bulk asset production. The first milestone would document each relevant format, coordinate system, scale, pivots, skeleton hierarchy, skin weights, material mapping, texture conventions, and archive dependencies. I would validate the workflow using a static weapon or prop, one rigged character or outfit, and one animation. An effect should only be included if `.eff` uses a separate pipeline. The deliverable would include a Blender workspace/template, extracted and reimported test assets, conversion steps, naming conventions, identified limitations, and small Python import/export utilities only where existing tools cannot provide a reliable workflow. Three technical questions: 1. Does the available source code include resource loaders or structure definitions for these proprietary formats? 2. Are there existing extraction tools, viewers, exporters, or partially documented format specifications? 3. Can you provide matched samples containing the source asset, in-game result, skeleton, animation, textures, and archive container? Best regards, Houssame
$650 USD in 1 day
6.5
6.5

I understand you need to establish a practical, reusable asset workflow for a legacy MMORPG, and my experience with optimizing asset pipelines for older engines, similar to the DirectX 8/9 requirements, directly addresses this challenge. I've successfully developed tools and documentation to streamline the import/export and optimization of custom asset formats for games with similar technical constraints, ensuring compatibility and performance. My approach will involve reverse-engineering your `.msh`, `.ani`, and `.chr` formats to build robust import/export scripts for a standard DCC (likely Blender due to its open-source nature and Python API). I'll focus on creating a clear, step-by-step documentation of the entire asset creation and integration process, including texture preparation for `.dds/.tga` and potential methods for handling `.orm` and `.itm` data if necessary. Version control and asset management best practices will be integrated from the outset. To ensure alignment with your academic goals, could you clarify the primary bottleneck you anticipate in the current asset pipeline? Also, what is the expected output format for the documented workflow (e.g., written guide, video tutorials, interactive tool)? I'm available to discuss this further at your convenience.
$1,150 USD in 21 days
5.1
5.1

I have strong experience with Blender, 3D game assets, rigging, skinning, materials, and game-ready workflows. I can start with a small technical discovery milestone to examine the provided legacy formats, test representative assets, and establish the Blender import/export workflow. I can then document the reusable process and create scripts/tools only where necessary. I’m flexible on the milestone structure and can propose the final cost after the initial technical assessment.
$800 USD in 1 day
4.2
4.2

Hello-Hope you are doing well "Establish Reusable Legacy Asset Workflow" - I can build a practical Blender-based pipeline for extracting, editing, converting, and validating legacy MMORPG assets efficiently. I can analyze proprietary formats, establish Blender scenes, configure scale, pivots, rigs, materials, textures, naming conventions, and representative asset workflows. I will develop necessary Python tools, test import/export conversions, document procedures, and deliver reusable templates, scripts, assets, and technical findings. Would you be able to provide sample game files and any available format documentation or source code? Looking forward to working with you.
$800 USD in 7 days
4.1
4.1

Nice to talk you , After reading in detail the requirements of your project and concluding that they match my areas of knowledge and skills, I would like to introduce myself. My name is Anthony Muñoz and I am the lead engineer for DS Pro IT agency. I have worked for over 10 years in Backend and software development and have successfully done multiple jobs. It will be a pleasure to work together to make your project a reality. Please feel free to contact me. I´m looking forward to working with you. I really appreciate your time and remain attentive to any request or question. Greetings
$825 USD in 7 days
3.8
3.8

Hi, I can help establish and document a repeatable Blender-centered asset pipeline for your legacy DirectX 8/9 MMORPG, focusing first on understanding the existing proprietary formats rather than building unnecessary tooling upfront. The final workspace would include reusable Blender scenes/presets, rigs where applicable, material/texture examples, naming/folder conventions, conversion procedures, representative validated assets, required scripts/tools, and technical documentation covering the complete game Blender game workflow. Let’s connect so I can first review sample game files, available format/source-code information, and one known-working asset before defining an accurate fixed-price discovery milestone and subsequent milestone costs. Regards, Shawana
$400 USD in 7 days
3.5
3.5

Hello, The biggest risk is undocumented proprietary parsing differences in .msh/.ani/.chr and material/UV conventions that break imports back into the engine. I will validate round-trip import/export early to avoid wasted conversions. I built converters and pipelines for legacy DirectX-era assets while leading engineering teams and implementing tooling for complex asset formats and game pipelines. I have delivered end-to-end workflows involving Blender, custom exporters, texture conversions (.dds/.tga), and documented repeatable steps for teams and academic projects. I will begin by extracting representative files, build a minimal Blender import modifier or addon to preserve skeleton, skin, animations, and materials, then verify assets re-export to the engine format. First step is a hands-on discovery to confirm exact format quirks. - Your proposed price for the initial discovery milestone. $400 - Your estimated total project cost, if enough information is available. Estimated total: $2,200 to $3,200 depending on number of asset types and required exporter complexity. - Your suggested milestone structure and price for each stage. Milestone 1: Discovery and sample round-trip proof ($400). Milestone 2: Blender workspace, material/node setups, importer/exporter prototypes, and naming conventions ($1,100). Milestone 3: Complete exporter/importer, batch conversion scripts, and full test assets ($900). Milestone 4: Final documentation, deliverables cleanup, and handover ($300). Adjust if additional binary reverse engineering is required. - What you would deliver at the end of the first milestone. A short report listing exact format quirks discovered, a small set of converted sample assets proving import and export, proposed Blender scene setups and naming conventions, and a work plan for full pipeline implementation. - Which representative assets you believe are technically necessary to A skinned character (.chr + vertex/skin data), one animation set (.ani), one weapon or item mesh (.itm), one environment/static mesh (.msh), a particle/effect sample (.eff), and corresponding textures (.dds/.tga). These cover mesh, skin, animation, materials, and effects edge cases. - Do you have any existing sample assets I should examine first? - Are there specific engine export tools or SDKs already available for the formats? Always up for a quick conversation if you have questions. Thomas Beigbeder
$890 USD in 9 days
3.1
3.1

Hey, Just finished a similar legacy DirectX 8/9 MMORPG asset pipeline – extracted, converted, and re‑imported meshes, skins, and VFX into Blender, then back into the game’s custom .msh, .ani, and .rvf formats. We’re the perfect fit for your pilot. I specialize in Blender rigging, skinning, texture baking, and Python scripting to automate export/import, plus comprehensive workflow documentation and reusable presets. Multiple 5‑star reviews on legacy game asset pipelines, custom format conversion, and Blender tool development. Happy to jump on a quick call for a free consultation and discuss the discovery milestone. Chris | Lead Developer | Novatech
$1,500 USD in 7 days
3.2
3.2

Hello, I appreciate the opportunity to bid on your project for establishing a reusable asset workflow for your legacy MMORPG. I understand that you need a clear, practical process for asset extraction, editing, and export, which is essential for both modifying existing assets and creating new ones. With extensive experience as a Technical Artist and 3D Game Artist, I have worked on similar projects involving proprietary asset formats and have a deep understanding of Blender for rigging, skinning, and material creation. My technical skills include developing Blender tools and scripts to streamline workflows, ensuring that I can effectively address your specific needs. To achieve your goals, I propose the following approach: - Assess the current asset formats and identify the necessary extraction and conversion processes. - Create a reusable workspace in Blender, including templates for common assets. - Document the entire workflow, detailing import/export settings, naming conventions, and any scripts/tools developed. - Validate the workflow with a few key assets such as a skin, weapon, and NPC. I am eager to begin this project and am confident in delivering high-quality results within the established timeline. I propose an initial discovery milestone priced at [your proposed price], where I will provide a detailed assessment and the first phase of documentation. I look forward to discussing this further and refining the project scope to fit your needs. Thank you!
$100 USD in 7 days
1.0
1.0

✌Hi there✌ As someone with a deep background in software engineering, I am adept at designing and building workflow solutions that streamline processes and yield maximum productivity. Moreover, having spent years working with campaign, content, lead, and customer workflows, my skills are perfectly aligned with your project's needs. From my experience connecting dashboards, APIs, CRM integrations, automation, and analytics to deploying on AWS in secure environments, I have learned how to create robust infrastructures that are tailored to the specific demands of a project. Importantly, I also understand the need to be adaptive and open when it comes to handling unique formats. In fact, the challenge of dealing with proprietary/custom resource formats like the ones your game uses, such as .msh meshes / 3D models; .ani animations; .chr character-related data; .orm world/map data; .itm item/equipment resources; .eff effects; .dds / .tga textures; and .rvf legacy resource/archive container, are exactly what excite me about triaging data for re usability. My passion to solve distinct problems like this has led me to effectively communicate and gather feedback from end-users for strong cross-infrastructure integration. Finally, given the parallel between your aim to establish a practical reusable asset workflow and some of my previous work in creating automation platforms in the marketing space,I trust that I possess the requisite skills n Best, Joe
$100 USD in 4 days
0.0
0.0

Hello, As an experienced full-stack developer specializing in Python, I have a diverse skill set that I believe aligns perfectly with your project requirements. Thinking analytically and strategically is my bread and butter, which makes me highly proficient at understanding complex processes and streamlining them into efficient automated systems. Pivoting this expertise to your project, I'm confident in my ability to develop and document a solid asset workflow that can be replicated without reworking the wheel for every future asset. In addition to my technical prowess, I bring rich experience in integrating diverse business tools via APIs, something that will come handy when working with the proprietary resources of your MMORPG. This extends to the realm of game development as well, as I can employ my craft with JavaScript and Node.js for enhanced compatibility if required. My pricing structure would be reflective of the actual scope of the project. We can start by including a paid discovery/assessment milestone in order to get a better idea of what's involved. This would also give you an opportunity to analyze my work before committing further stages. I hope we can discuss further how we can achieve your goals while keeping within your budgetary constraints without compromising on quality or functionality. Let's build a reusable workspace that liberates you from redundancies and sets the tone for your future projects as well! Thanks!
$100 USD in 3 days
0.0
0.0

Hello, I understand that this is a highly specialized project requiring expertise with legacy MMORPG DirectX 8/9 assets and proprietary resource formats. Clicking deeply with your requirements, I believe my broad experience in full-stack development, workflow automation, and SaaS platforms aligns exceptionally well. With my proficiency in Python, Node.js, JavaScript, and SQL conjunto miunnidade të sikletuune decomponïm në emërmi bfolhabe portableë e thereuuna. In past projects, I've demonstrated an ability to build bespoke solutions tailored to the specific needs of the task - a skill which will be indispensable in deciphering the technical details of your unique resource formats. Notable among my accomplishments is the implementation of automated CRM workflows that streamlined complex processes for sales teams by using n8n, Zapier, Airtable, HubSpot, Zoho CRM. Such intricate automations were built with accuracy and reliability at their core - much like what's needed for your asset pipeline while maintaining compatibility with Blender and other standard artist tools. Moreover, the efficiency of AI-powered features has been a prominent focus of my work - building intelligent assistants, creating AI automation pipelines, and devising smart data processing tools. With these skills at hand and an unwavering commitment to shared success, I am confident that our collaborative process will result in a practical workflow for both modifying Thanks!
$100 USD in 6 days
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? I have solid experience with Blender, game-ready 3D assets, rigging, skinning, materials, textures, and custom asset pipelines, and I’m confident I can establish a reliable workflow for your legacy DirectX MMORPG. ? I have worked with legacy/proprietary game resources, asset conversion, Blender-based workflows, and Python tools for automating repetitive import/export tasks. For the pilot, I can carefully analyze the existing formats, validate the workflow with representative assets, and create reusable Blender templates, scripts, conversion tools, and documentation. I understand this is a research-focused project, so I would start with a focused technical discovery milestone and then propose the remaining fixed-price milestones based on what we discover. My goal is to give you a practical, repeatable pipeline that supports both modifying existing assets and creating new game-compatible assets.
$800 USD in 7 days
0.0
0.0

Hi There , Good evening! I am professional mobile coder with skills including Python, Game Asset Creation, Game Development, Reverse Engineering, 3D Game Art, 3D Rigging, Game Programming, Blender, 3D Animation and 3D Modelling. Please send a message to discuss more about this project. Best Regards
$890 USD in 2 days
0.0
0.0

·:¨༺ I'M ALWAYS WITH YOU ༻¨:· ### Part 1 , Understanding / Observation The tricky part here is not the Blender integration itself but locking down a repeatable extraction → conversion → Blender → export path across the legacy formats: .msh, .ani, .chr, .orm, .itm, .eff and textures. For a DirectX 8/9 MMORPG, keeping scale, orientation and pivots aligned across tools is where most pipelines stall. ### Part 2 , Relevant Experience Proof Situation → Action → Result: At a small indie studio, a similar pipeline with custom .mesh/.ani data created drift in export; I built a Blender-side importer for those formats using Python, established a clean rig in Blender, and produced a reusable scene template + a documented export path. We delivered 2 test assets and a working workflow, with a concrete deliverable and a short guide. Challenge: undocumented formats and mismatched coordinate systems. ### Part 3 , Practical Thinking If this goes live, a balance between automation and manual tweaks will be key. A hidden complexity is aligning bone orientation across assets and ensuring textures map consistently; I’d start with Blender Python scripts to normalize naming, scale and pivots, plus a small converter for the legacy texture formats if needed. ### Part 4 , Natural Reply Trigger Having a sample asset and any existing naming conventions would help crystallize the first discovery milestone and fixed-price scope. Daniel
$890 USD in 6 days
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Hi, I can help establish a reusable asset workflow tailored to your legacy MMORPG. I estimate around 10-15 hours for the initial assessment milestone, focusing on one skin and one weapon to validate the process effectively. Are there specific tools or formats you're currently utilizing for asset extraction that could impact the workflow? Also, do you have a preferred method for documenting the findings and steps in the workflow? My approach will involve analyzing your current asset formats, setting up Blender for optimal export compatibility, and creating a clear documentation structure. After the first milestone, I'd deliver Blender files, export configurations, and a documented workflow that addresses both asset modification and creation. With a background in working with proprietary game formats and developing import/export tools, I can ensure that the process is as efficient as possible. Happy to discuss the current setup and take it from there. Best regards, Mohammad
$750 USD in 5 days
0.0
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As a Technical Artist and 3D Game Developer, I believe I am the ideal candidate for this unique project. My extensive experience in game development combined with my prowess in Python scripting would be critical in spearheading this legacy DirectX 8/9 MMORPG asset pipeline project. Over the years, I have frequently worked on projects involving proprietary, undocumented, and legacy game asset formats, which aligns synergistically with your requirements. Moreover, I have a deep understanding of Blender, offering you tailored workflows and knowledge you need. From scale adjustments to texture mapping and rigging, I can ensure compatibility with your existing game pipeline while creating new assets. My passion for leveraging innovation to solve practical problems will be crucial precisely where you need it - automating only the steps that genuinely require it after establishing the real production workflow using standard artist tools like Blender. Additionally, let's not ignore the budgetary concerns essential to an academic thesis/research project like yours. With a focus on clean architecture and performance enhancement, I assure you streamlined milestones within a reasonable budget. Further downstream in this process, my proficiency with cloud deployment (AWS, Azure & GCP) will ensure smooth scaling if needed. With me on board, you won't just receive a few well-conceived assets; rather an entirely established pipeline documented with necessary folder conventions and conversion procedures for future efficiency. Let's bring clarity to your DirectX 8/9 MMORPG asset pipeline
$100 USD in 90 days
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The hard part here is not the art side - it is that your formats are proprietary and undocumented, so nothing can be designed until the files are actually understood. I would treat that as the first deliverable rather than an assumption. In practice that means taking known-good samples of each format and working out their structure: headers, counts, offsets, vertex and index layouts, bone and keyframe data. A reliable way in is diffing: export two near-identical assets from the original toolchain and compare the bytes - what changes tells you what each field means far faster than reading it cold. The output is a written format specification - the thing your thesis can cite, and the thing any future artist needs. Then the pipeline on top: import and export scripts between those formats and something modern like Blender or glTF, so an artist works in current tools and converts at the end. Documented step by step, with the constraints written down - DirectX 8 and 9 era engines have real limits on bone counts, texture sizes and vertex formats, and a workflow that ignores them produces assets the engine silently refuses. On funding: I would scope this to one format end to end first - most likely .msh - so you have a working, documented round trip before deciding whether to extend it. That keeps a limited budget buying something complete rather than four half-finished halves. Do you have sample files and any original tooling, and which format matters most to the research?
$282 USD in 3 days
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I’d start by proving the asset pipeline on 2–3 representative files before building any tooling. Your .msh/.ani/.chr/.itm/.eff/.rvf formats are the part that needs to be understood first; once we know exactly how geometry, skeletons, materials, transforms, and dependencies are stored, the Blender workflow can be made reusable instead of becoming a one-off exporter. For the initial discovery milestone, I’d propose: Inspect the supplied resources and existing source/code information. Identify the dependency chain between the relevant formats. Reverse-engineer enough of the mesh/animation/material structure to establish import/export requirements. Test extraction → Blender → modification → game-compatible output. Validate the workflow with a small representative set, rather than unnecessarily testing every asset category. Document the findings, limitations, and the recommended production pipeline. I’d then use the results to build the reusable Blender workspace/templates and only automate the steps that genuinely need Python or custom converters.
$1,000 USD in 15 days
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Hello, client ⚡I can establish a practical, reusable Blender-based asset workflow for your legacy DirectX 8/9 MMORPG, focusing first on technical discovery rather than building an unnecessary custom editor. With 10+ years of software development experience and experience working with 3D/game-related pipelines, file formats, scripting, and automation, I can investigate the actual resource structure and document a repeatable Existing Asset → Conversion → Blender → Editing/Creation → Game-Compatible Export workflow. For the initial paid discovery milestone, I would focus on representative assets such as **one character/NPC with skinning plus one weapon or prop**, because these should reveal the important mesh, skeleton, material, texture, scale, pivot, and export constraints. I’ll inspect the `.msh/.ani/.chr/.itm/.dds/.tga/.rvf` resources provided, determine which formats require existing tools versus custom conversion, and deliver a validated technical workflow, Blender workspace/template, findings, and a clear roadmap for the remaining milestones. Suggested structure: **Discovery/format assessment → Blender import/export pipeline → representative asset validation → reusable templates/scripts/converters → documentation and final workflow package**. I’ll keep automation limited to steps that genuinely benefit from it and clearly document any proprietary-format limitations discovered during testing. Best regards, Darial
$800 USD in 7 days
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