I will do stylized 3d character modeling in blender, uv, pbr texture and ue5 rigging


About this gig
Most stylized characters break the moment they hit UE5: edge loops that collapse at the elbow, texel density all over the place, and a skeleton the Mannequin retargeter won't recognize. I model in Blender with deformation in mind from the first blockout. You get a clean, game-ready character that imports, skins and animates in Unreal without a cleanup pass.
What I Will Provide:
- Stylized sculpt and quad-based game retopology
- Non-overlapping UVs with consistent texel density
- PBR textures: Base Color, Normal, ORM packed
- UE5-compatible skeleton matching Epic naming
- Weight painting tested on extreme poses
- FBX for Unreal, plus the full .blend file
Why Choose Me:
I check deformation before I texture, not after. Every character gets a pose test at shoulders, hips and wrists inside UE5, so skinning problems surface while they're cheap to fix.
Let's Get Started:
Send your concept art or turnarounds, target poly budget, and whether the rig needs to retarget to the UE5 Mannequin. I'll reply with a scope check.
Delivery style preference
Please inform the freelancer of any preferences or concerns regarding the use of AI tools in the completion and/or delivery of your order.
Get to know Antoine D
3D Character Artist
- FromFrance
- Member sinceJun 2026
- Avg. response time1 hour
Languages
English, French, German, Spanish
FAQ
Will the rig work with UE5 Mannequin animations?
Yes, if you choose that option I build the skeleton to match Epic's bone naming and proportions, so IK Retargeter maps it cleanly. I test this inside UE5 before delivery.
Do you use hand-painted or PBR texturing for stylized characters?
I use a PBR workflow with stylized color and roughness values, which keeps the look painterly but still reacts correctly to Lumen and UE5 lighting. Hand-painted unlit textures are possible on request.
What tools and file formats do you deliver?
I sculpt, retopologize, UV and rig in Blender and texture in Substance Painter. You get FBX for Unreal, OBJ for the static mesh, the full .blend file, and textures as PNG or TGA.

