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3D Cyclist Characters + Road Bike ####################################################################### #######My budget is $100 USD; if you do not consider this sufficient, do not place a bid.####### ####################################################################### ###############Attached photos are for reference only.############################ **Deliverables:** 2 rigged cyclist characters + 1 road bike ## 1. Characters required Four separate characters: | 1 | Male cyclist A | base male | | 2 | Female cyclist A | base female | ## 2. File format **Primary deliverable: `.glb` (glTF 2.0 binary), one file per model.** This is what the application loads directly. Please do not substitute another format. - Textures **embedded inside the .glb**, and also supplied separately as `.png`. - Also include the editable source (`.blend`, `.max`, `.ma` or `.c4d`) and an `.fbx`, for future edits. These are archive copies; the `.glb` is the one that ships. - Please verify each `.glb` opens correctly in a neutral viewer ([login to view URL]) **before delivery**, with the skeleton visible. ## 3. Scale, orientation, origin - **Units: metres, real-world scale.** Male ≈ 1.78 m standing, female ≈ 1.68 m. Road bike wheel: 700c, **0.67 m outside diameter**. - **Y up. Character and bike both face +Z.** - **Origin at (0, 0, 0) on the ground plane**, under the bike's centre — not at the hips, not at the mesh centre. Lowest vertex of the tyre sits at exactly y = 0. - No transforms baked into parent nodes: the mesh must be correct with an identity transform on the root. ## 4. Polygon budget **Every model must be delivered at three levels of detail**, as three separate `.glb` files. This is the single most important requirement in this brief. ### Cyclist (body + clothing + helmet + shoes, **excluding** the bike) ## 5. Rigging — requirements, not preferences The application drives the legs **live, from the student's real pedalling cadence**. The model is never played back as a canned animation. So the rig must be usable by code. **Required:** - A standard humanoid skeleton, **exported inside the `.glb` with skinning data** (glTF `skin`, `JOINTS_0`, `WEIGHTS_0`, `inverseBindMatrices`). A `.glb` whose skeleton exists only in the source file is a failed delivery. - **Maximum 4 bone influences per vertex** (glTF standard limit). - **Maximum 64 bones** in the skeleton. Fingers may be a single bone per hand or omitted. - These bones must exist, with a clean parent chain, on **both legs**: `hips → thigh → shin → foot` and on both arms: `chest → shoulder → upperarm → forearm → hand`, plus `spine`, `chest`, `neck`, `head`. - **Delivered in the riding pose**, seated on the bike, hands on the hoods, foot on the pedal — not in a T-pose. The bind pose may be a T-pose; the default node transforms should place the character on the bike. - Weights around the **hip and knee** must be clean: the thigh will be rotated through a full pedal revolution (about 75° of travel) and must not tear or collapse the shorts. **Not required:** animation clips. If you include a pedalling cycle it is welcome as a reference, but the application will not play it. ## 6. The bike — wheels must be separate, named nodes **This is worth reading carefully; it is the item that has cost us the most time.** The bike must be a **separate `.glb`** from the cyclist (we mix riders and bikes and recolour them independently). Inside the bike file, the following must be **separate nodes with these exact names**: | node name | contents | pivot / origin must be | |---|---|---| | `roda_dianteira` | front wheel: rim, tyre, spokes, hub, disc | **exactly at the front axle** | | `roda_traseira` | rear wheel: rim, tyre, spokes, hub, cassette, disc | **exactly at the rear axle** | | `pedivela` | crank arms, chainring, pedals | **exactly at the bottom-bracket axis** | | `quadro` | everything else: frame, fork, bars, saddle, seatpost | origin at (0,0,0) | The wheels are rotated in code every frame. If a wheel's pivot is not at its axle it will wobble; if frame geometry is inside the wheel node it will be swept around with it and the bicycle will visibly tear apart. **Nothing that stays still may live inside a wheel node, and no part of the wheel may live outside it.** Please also state, in the delivery notes, the **exact wheel radius in metres** and the **bottom-bracket height and Z position**. ## 7. Materials and textures - **PBR metallic-roughness** (the glTF standard). No Vray / Arnold / Redshift-only setups — those do not survive the export. Power-of-two, no overlapping UVs. ### Separate materials required list The application recolours parts independently, so these must be **distinct materials with these names**, not merged into one atlas: `camisa` (jersey) · `bermuda` (shorts) · `capacete` (helmet) · `pele` (skin) · `sapato` (shoes) · `cabelo` (hair) · `oculos` (glasses) and for the bike: `quadro_pintura` (painted frame) · `roda` (rims/tyres) · `metal` (chain, cassette, cranks) · `selim` (saddle) · `guidao` (bars/tape). ### Colour: deliver the recolourable parts NEUTRAL **`camisa`, `bermuda`, `capacete` and `quadro_pintura` must be authored in neutral white or light grey**, with all the shading, seams, wrinkles, logos and panel lines present but **no strong hue**. The application multiplies a per-student colour over these materials at runtime. Starting from neutral, any colour comes out correctly. Starting from a saturated purple, we can only shift the hue — purple to blue works, purple to white or yellow does not. Neutral base textures are what make "any colour, any student" actually possible. Skin, hair, shoes and metal should be authored in their final colours as normal.
Project ID: 40682930
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7 freelancers are bidding on average $123 USD for this job

Hi, I’ve reviewed the technical requirements carefully. I can create the cyclist characters and separate road-bike assets with the required production-ready structure for your application. I understand the key requirements: separate male/female cyclist models, three LOD levels, real-world scale, Y-up/+Z orientation, seated riding pose, code-driven humanoid rig with proper glTF skinning, maximum 4 bone influences, and separate bike components with the exact node names and axle pivots. I’ll use PBR-compatible materials and keep the required recolourable materials neutral white/light grey. The final .glb files will contain embedded textures and skeleton data, with PNG textures, FBX, and editable source files supplied as archives. I’ll also verify the GLBs in a neutral glTF viewer before delivery. My turnaround time is approximately 7–10 days, depending on the final polygon targets and number of models/LODs required. Important questions for clarity: * Could you provide the exact polygon targets for the three LOD levels? * Do you have reference images for the male/female cyclists and bike? * Should both cyclists share the same bike geometry? * Do you require only the two listed cyclists, or are additional variants planned? Portfolio: https://www.freelancer.com/u/mahadhasan012 Best regards, Mahad Hasan | 3D Character & Blender Expert
$30 USD in 1 day
5.4
5.4

Hi, I’m interested in creating the 3D cyclist characters and road bike to your exact specifications. I can handle the rigging, clean skin weights, separate wheel/crank nodes, PBR materials, LODs, neutral textures, and properly structured GLB files with the skeleton included. I understand the importance of the technical requirements, especially pivots, naming, scale, orientation, and real-time usability. I can complete this within your price, Ready to start. Best regards,
$240 USD in 1 day
3.5
3.5

With a deep passion for 3D animation, design, and rendering, my team brings over 5 years of experience to the table. Having successfully tackled numerous projects similar to yours, we have mastered the art of creating high-quality 3D assets. Combining talent and expertise in GLB format creation with embedded files, textured, and provided PNGs, our ultimate goal is always client satisfaction. What sets us apart from the others is our keen attention to detail. We understand how critical it is for your project that each ".glb" file opens correctly in various viewers and adheres precisely to real-world scale units and orientation standards. We do not consider our work complete unless the skeleton on your ".glb" file conforms entirely to all requirements - a detail we take immense pride in. Finally, before you make your final decision, consider this: Our team has conquered this exact challenge in previous projects with flying colors. Not only can we deliver fantastic results at an affordable cost aligned with your budget but also within your desired time frame. Hire us today for incredible 3D cyclist characters and bike creation!
$100 USD in 2 days
3.9
3.9

Hola, gracias por la oportunidad de participar en este proyecto. Entiendo que buscas desarrollar dos personajes ciclistas rigidos y un modelo de bicicleta, todos diseñados con un alto nivel de calidad y precisión técnica. Además, es crucial que cumplan con especificaciones detalladas para su uso en una aplicación, lo que indica que tiene una visión clara de cómo deben interactuar y comportarse. Propongo crear estos modelos en un flujo de trabajo que priorice la calidad del modelado, el rigging preciso, y una entrega que incluya los formatos adecuados, asegurando que todos los formatos `.glb`, `.fbx` y la fuente sean entregados. Me enfocaré en mantener la escala del mundo real con un máximo de cuatro influencias óseas por vértice, mientras garantizo que la estructura esculpida no genere desgarros en las áreas críticas durante el pedaleo. Usaré software de vanguardia para trabajar en el rigging y los detalles texturales, creando piezas que se integren bien para una experiencia visual atractiva. ¿Tienes alguna indicación específica sobre el estilo de los ciclistas o detalles relacionados con el diseño de la bicicleta que te gustaría que considerara? https://www.freelancer.com/u/proggon Saludos cordiales, Wahaj Barlas.
$196 USD in 10 days
2.0
2.0

Niterói, Brazil
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