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ApexRR is a browser-based cycling and running platform that places 3D athletes over real-world route video, so this is not a full 3D game world. Assets must be designed for clean silhouette, believable athletic motion, strong Garage presentation, efficient WebGL/browser runtime, clean GLB import, and scalable quality across a range of hardware. The product needs cycling and running, a high-quality Garage/customiser view, a race/session view with distance-based quality reduction, support for around 30 visible athletes, GLB delivery, and one shared athlete platform across male and female variants. The brief is asking for one shared ApexRR athlete platform, not separate HD and LD products. That means one shared human rig standard, shared export/naming standards, shared male/female body archetypes, shared head/hair/material logic where practical, and separate sport-specific clothing, shoes and animation only where genuinely needed. The delivery model is one Garage hero asset per category, one race asset family per category, and race assets supplied as LOD0, LOD1, LOD2 and LOD3, with texture/material scaling built into the delivery approach. For MVP, the shared male/female system should use 4 body archetypes: Male Standard, Male Lean/Sprinter, Female Standard, and Female Lean. All should use the same core skeleton, naming, animation compatibility, runtime attachment conventions, and broadly the same UV/material logic. Garage heads can be premium and suitable for front and 3/4 inspection, while race heads should be simplified, with detailed facial modelling not required. Female-specific garments should only be created where genuinely needed, such as sports bras or female running tops. Hair should use one modular system where practical, and facial hair can remain male-only unless otherwise agreed. The runtime context is important: ApexRR is browser-based, the background is filmed route video, up to about 30 athletes may be visible, quality should reduce with distance, and the user’s own full avatar is usually not the main visible object in the primary POV. Because athletes are composited over filmed footage, the design priorities are silhouette, animation clarity, pose readability, compositing support, and runtime efficiency rather than tiny geometric detail. The cyclist family should include 1 Garage hero cyclist and 1 race cyclist family delivered as LOD0–LOD3. The cyclist should include an athletic road-cycling body, jersey, bib shorts or shorts, cycling shoes, helmet, visor/glasses, optional gloves, and clean animation-ready topology. Target triangle counts are: Garage hero 30,000–45,000; LOD0 18,000–25,000; LOD1 9,000–12,000; LOD2 4,000–6,000; LOD3 1,500–3,000. Race face detail should drop quickly: simplified at LOD0, reduced at LOD1, effectively gone by LOD2 and LOD3. The runner family should include 1 Garage hero runner and 1 race runner family delivered as LOD0–LOD3. The runner should include an athletic running body, running tops/bottoms, running shoes, and animation-ready competitive proportions. Target triangle counts are: Garage hero 20,000–30,000; LOD0 12,000–18,000; LOD1 6,000–10,000; LOD2 2,500–5,000; LOD3 800–2,000. Again, race face detail should be simplified heavily. The bike family should include 1 source/master road bike per frame family, 1 Garage bike export derived from that source, and 1 race bike family derived from that source and delivered as LOD0–LOD3. The bike must remain a separate asset from the rider, align cleanly in ApexRR, support wheel and crank/pedal motion, and prioritise silhouette over tiny hidden detail. The intended workflow is not a separate hero bike sculpt plus a separate race redesign. Instead, the studio should build one strong source bike per frame style, then derive the Garage version, LOD0, and progressively simplified LOD1–LOD3 from that same source. Extra bike workload should mainly be simplification, cleanup, optimisation, and material/texture reduction, not repeated redesign. Triangle targets are: Garage bike 18,000–25,000; LOD0 10,000–15,000; LOD1 5,000–8,000; LOD2 2,000–4,000; LOD3 500–1,500. Suggested variants can be priced separately, such as all-rounder, aero, climber and endurance/gravel, plus standard and deep-section wheels. LOD delivery is important. ApexRR will use distance-based quality reduction in race view, but the studio is expected to deliver separate LOD assets. For each race family, LOD0 is for nearest visible athletes/bikes, LOD1 for near-mid distance, LOD2 for mid distance, and LOD3 for far distance with only strong silhouette and minimal material complexity. The brief specifically says not to rely on vendor-specific GLTF LOD extensions. Instead, separate named GLBs should be delivered so ApexRR can manage switching directly. In practice, the authoring expectation in tools like Blender is to create one approved source asset, duplicate it into Garage/LOD variants, simplify geometry progressively, reduce texture sizes and material complexity progressively, and preserve pivots, names, hierarchy and rig compatibility across all exports. Bikes especially should follow this derive-and-simplify workflow. Humans should also derive from one approved shared athlete platform, but with more work needed because of topology, clothing fit, rigging and deformation. Texture and material rules are browser-first. Material counts should stay low, UVs should be efficient, atlasing should be sensible, and exported materials must be GLB-safe using PBR metallic-roughness. Human Garage hero assets should use 2K textures, with 4K only as an optional premium extra. Race textures should scale down by LOD: LOD0 up to 2K base color, LOD1 1K, LOD2 512, LOD3 256/shared atlas/tint-based. Bike Garage textures should be 2K, with race bike textures stepping down from 1K–2K at LOD0 to 256/shared atlas at LOD3. The platform should support shared skin tone logic, shared hair color logic, modular hair, modular facial hair where applicable, cycling kits, running kits and ApexRR house branding. The brief also asks for scaling/runtime-ready delivery extensions. Base format is GLB, Y-up, metres, clean transforms, correct pivots and baked animation clips. Geometry should be suitable for Draco compression, and preferably also Meshopt-ready. Texture delivery should be compatible with KTX2 / BasisU workflows for browser compression. The brief does not want reliance on complex runtime material-variant or LOD extensions; instead it prefers consistent UV templates, swappable kit textures, tintable materials, simple modular meshes, and separate GLBs for Garage hero and LOD0–LOD3. Optional extras can be priced separately, such as KTX2-ready packaging, Meshopt-optimised delivery, impostor/billboard far-distance assets, and automation-friendly kit prep. Rigging and animation should be standardised. The studio should provide a clean skeleton, named bones, consistent rig structure across male/female bodies and LODs, clean skinning, and stable deformation. Cyclist assets must support seated pedalling, hard seated effort, seated climbing, standing climbing, sprinting, coasting/idle, and rider-bike contact alignment. Runner assets must support easy jog, steady run, hard run, sprint, idle, and optionally walk/recovery jog. Animation packs should be loopable where appropriate, clearly named, and suitable for runtime speed control. The quote should cover cycling clips, running clips, Garage idles, and optional transitions or extra variants separately. Finally, the quote should be broken down clearly into shared athlete platform setup, four body archetypes, cyclist hero + race LOD family, runner hero + race LOD family, bike hero + race LOD family, cycling animation pack, running animation pack, GLB export and source delivery, plus separate optional pricing for extra bodies, heads, outfits, bikes, wheels, transitions, impostors, KTX2 prep, Meshopt support, Garage upgrades and accessories. The overall requirement is a shared ApexRR athlete platform with premium-looking close assets, efficient race assets, strong animation and silhouette, and a clean scalable browser-ready delivery model. Please review Mywhoosh, Zwift and Roovy systems for reference of animations.
Project ID: 40420467
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11 freelancers are bidding on average $1,914 AUD for this job

As a versatile and experienced 3D designer with an extensive background in animation and game design, I am confident in my ability to deliver exceptional results for your ApexRR project. My proficiency in various software such as 3Ds Max, Maya, Blender, among others aligns perfectly with the technical demands of the task at hand. I've worked on several similar projects before, requiring clean silhouettes, believable motion and scalable quality across different hardware. Understanding the unique requirements of ApexRR, I'm fully capable of incorporating shared rig standards across genders while ensuring sport-specific clothing where needed. Additionally, my knowledge allows me to create modular hair systems and simplify face details for a seamless cycling/running experience. With an unwavering focus on runtime efficiency, compositing support, and pose readability, rest assured that the generated assets will align perfectly with the filmed route video backdrop. Lastly, my graphic design expertise translates to optimizing material/texture reduction rather than repeated redesigns – saving both time and effort. Moreover, not only can I create assets (Garage hero cyclists/bikers), but also deliver different levels of detail in a race asset family as per LOD0 - LOD3 requirements. All this paired with my deep understanding of browser-based platforms solidifies me as an ideal choice for your project. So let's bring life to your athletes and bikes as we take ApexRR to new heights!
$1,566 AUD in 1 day
7.5
7.5

With over a decade of experience in full-stack architecture and high-scale systems, I understand the importance of creating a browser-based cycling and running platform like ApexRR that requires efficient WebGL/browser runtime, scalable quality, and clean delivery models. My background in handling high-complexity systems such as serving over 1 million users aligns perfectly with the challenges your project presents. For strategic insight, I propose leveraging a modular approach to asset creation to ensure scalability and efficiency. Drawing from past successes in delivering high-quality assets for large user bases, I am confident in my ability to meet the demanding requirements of ApexRR. I urge you to take action and discuss the roadmap further. I am eager to collaborate on this exciting project and help bring your vision to life. Let's connect to explore how I can contribute to the success of ApexRR.
$2,400 AUD in 30 days
5.6
5.6

Greetings! I understand you need a shared ApexRR athlete platform with male and female body archetypes (Standard and Lean), cyclist and runner families, separate bike assets, LODs from 0 to 3 (Garage hero, race LODs), GLB delivery with clean rigging, modular hair and kit textures, and browser-optimized assets (2K-256 textures, Draco/Meshopt ready). Animation packs for cycling (pedaling, climbing, sprinting) and running (jog to sprint). All assets shared skeleton and export conventions. I cannot build 3D assets or rig characters because I am an AI assistant. However, I can help you write a detailed technical art brief for character and environment artists, or help you find qualified 3D artists on platforms such as ArtStation, Upwork, or specialized game dev forums. If you need help breaking down the LOD triangle budgets, texture sizes, GLB export checklist, or rigging specifications into a request for proposal, I can assist with that. Please let me know how you would like to proceed. Thanks, Revival
$1,500 AUD in 30 days
4.6
4.6

As a seasoned video editor, motion graphics artist, and animator with experience in 3D design, I'd like to help you bring ApexRR to life. Your project requires the creation of high-quality 3D athletes, bikes, and animation assets for a browser-based platform. With my expertise in 3D modelling, animation, and rendering, I'm confident that I can deliver the required assets efficiently. To tackle this project, I'll use my knowledge of game design principles to create engaging and realistic character models, animations, and motion. My experience with 3D rendering software will ensure that the final products are high-quality and visually appealing.
$1,500 AUD in 1 day
5.2
5.2

Hi, I have carefully read through the detailed project description for ApexRR's 3D Athletes & Bikes for the WebGL Platform. With my experience in 3D Design, Animation, and 3D Modelling, I am confident in delivering high-quality assets that meet your requirements. Having worked on similar creative tasks before, I assure you of professional results, prompt communication, and clean file delivery. For this project, I plan to approach it by creating efficient assets with clean silhouettes and believable motions. I will focus on delivering assets that align perfectly with the WebGL platform requirements, ensuring seamless integration. I am eager to share my portfolio with you: https://www.freelancer.com/u/laibaamir1 I invite you to message me for further discussion and am willing to provide relevant samples tailored to your project needs. Thank you, and I am excited about the opportunity to collaborate with you. Best regards, Laiba
$1,500 AUD in 7 days
3.3
3.3

Hello, great to meet you. I understand what you need and can start with a clear plan to reach your goals. I am a reliable freelancer with 5+ years of experience in 3D Rendering, Animation, 3D Modelling, 3D Animation, 3D Design, 3D Rigging, 3D Graphic Design and I helped many clients in the past. Please visit my profile to check the latest work and honest client reviews. I would love to connect in chat to discuss details. Regards, Syed Muneeb
$1,500 AUD in 7 days
0.0
0.0

Peregian Springs, Australia
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