We need a game-quality, realistic male model for use in a police training simulator. The model must be skinned and animated for the following states:
- idle: breathing (looping animation)
- 2 short animations which are played at random moments to break the monotony of the idle animation, e.g look around, stretch, shuffle feet position etc. These animations must start and end in the pose corresponding to the last frame of the breathing animation, so that there's no popping when the character returns to the idle animation at the end of the event.
- walk: looping, in-place
- run: looping, in-place
The skeleton can have up to 100 bones and the skin can use at most 4 bone influences per vertex. The animation must consist only of joint rotations, no bone scaling or blend shapes. The model must be a single mesh and be located in the origin, with the pivot at its feet. If you're working with frames as your time unit, the animations must be authored at 30 FPS. The mesh must only contain triangles and quads.
The model must be delivered in 2 levels of detail: high, with up to 10000 triangles, and low, with up to 1000 triangles. Both models should use the same skeleton and animations, so that there's no popping when the application switches the level of detail on a character which is in the middle of an animation.
The model must include casual clothes as part of the mesh (pants, long sleeve shirt, no headwear) and must not have a face. The shading style of the application is similar to clay rendering, so no color textures are needed (see the attached images for shading examples; these are not screenshots of our application, but mockups of another project). A normal map would be nice to have for adding details to the high-quality model, but it's not strictly required if the model looks good without it. The low-detail model does not need normal maps. Both models should have usable UVs.
You will need to deliver the source Maya or Max scenes (if you want to use another DCC tool, please check with us first). The main application imports FBX files, so you will need to make sure that the animations and geometry can be exported correctly to that format. If you wish, we can provide a small Windows test application to render the model with the same animation code as that used by the main application, so you can check your work before sending it to us.
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I am 3D Designer with over 7 years of experience working professionally on future films production. Now i'm working as Motion Capture department director for TouchFX animation studio.