I will do 3d game character game environment low poly character modeling unreal engine


About this gig
Your 3d character looked perfect in the render. Then you dropped it into unity or unreal engine: wrong scale, arms crumpling on retarget, materials gone.
I'm Lewis. I've fixed that exact breakage many times, and it almost always starts in the skeleton and topology, not the textures. So I build every game ready 3d character to work inside your engine first.
What I deliver:
- Your concept turned into a custom game character
- 3d modeling with low poly topology that hits your triangle budget
- UVs, PBR textures and materials that survive engine import
- Rigging mapped to the ue5 mannequin or the unity humanoid avatar
- Retarget test with standard game animation clips, stylized proportions included
- AI mesh rescue: retopology and rigging for Meshy or Tripo models
- Low poly characters sized for mobile or PC 3d game budgets
- 3d character animation: idle, walk, run and attack loops
- FBX, GLB and blender source files at correct scale
Every 3d model ships with an in-engine test clip, so you see it move before you accept it.
Send your references, target engine and polycount budget. I'll reply with the rig setup and package that fits, plus any risks I spot before you order.
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 Lewis Bernald
Game Developer, Unreal Engine, Unity, Roblox, MineCraft, Ue5, Godot
- FromUnited Kingdom
- Member sinceSep 2026
- Avg. response time1 hour
Languages
English, Spanish, German, French, Italian
FAQ
What do you need from me before you start my 3D character?
Front and side references or a concept sheet, your target engine (Unity or Unreal Engine), the style, and any polycount or texture size limit. A rough sketch or written brief works too; I'll point out anything missing before you place the order.
Which package do I need if I want my character rigged and ready to animate?
Premium. Basic is a clean 3D model with UVs, Standard adds PBR textures and game ready optimization, and Premium adds the rig. Animation isn't part of any package, but once your rig is approved I can quote character animation as a follow-up order.
Will the model import into Unity or UE5 at the right scale, with textures showing?
That's what every export is checked for. I apply transforms, set real-world scale, and include all texture maps with the FBX so nothing loads blank. If something imports wrong in Unity or Unreal Engine after delivery, send a screenshot and I'll correct the export.
Will my Mixamo or UE5 Mannequin animations work on the rig you build?
For humanoid characters, yes. I build a standard humanoid skeleton and can match Mixamo or Mannequin bone naming so retargeting stays simple. Tell me which one your project uses before I start. Creatures and non-humanoid bodies need a custom rig instead.
Is my character made with AI, or do you model it by hand?
I model, retopologize and UV every character by hand in Blender. AI-generated meshes usually have tangled edge flow that tears once rigged and polycounts too heavy for a game. If you have a preference about AI tools, add it to your order notes and I'll follow it.
My game is on mobile. Can you keep my low poly game character under a set triangle count?
Yes. Share your triangle budget up front and I build to it from the first blockout instead of cutting detail at the end. Small details like seams and folds go into the textures rather than the mesh. No budget yet? I'll suggest one based on your platform and genre.
What counts as a revision, and when is the best time to ask for changes?
You review each stage: blockout, detailed model, textures, then rig. Proportion changes are easiest at the blockout. Revisions cover tweaks to the agreed character design; a new outfit or a redesign after approval is new scope, and I'll quote it before starting.
Another artist left my 3D character half finished. Can you fix it or finish it?
Often, yes. Send the file before ordering and I'll check the topology, UVs and any existing rig. If the mesh is solid, I'll finish it. If it won't deform cleanly, I'll explain why and quote a rebuild rather than patch something that breaks later in your game.
Do I get the source files, and can I use the character in a commercial game?
You get FBX, OBJ and BLEND files plus every texture map, so you can edit the 3D model later. Once the order is complete, it's yours to use in your game, paid releases included. If your project is unannounced, tell me and I'll keep the work out of my portfolio.
How long does a game ready character take, and will I see progress along the way?
Each package lists its delivery time for one character at standard detail. Heavy armor, lots of accessories or multiple characters take longer, so we'll agree on a date before you order. I share progress renders at every stage, so you always know where it stands.

