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PAID FREELANCE per world/asset- 3D Artist (Three.js & VRM Models)

About the Project

A browser-based 3D social platform where communities hang out in shared virtual worlds using customizable avatars. Think of it as a cozy, low-poly metaverse rendered entirely in the browser with Three.js

What We Need

We're looking for a 3D environment and character artist to create:

Avatar Base Model & Customization System

  • modular base avatar model in VRM format
  • The base model must support texture swapping for:
    • Skin tones — multiple palette options via swappable body/face textures
    • Eye colors — swappable iris textures or tintable material regions
    • Hair styles — separate mesh pieces that can be swapped on/off
    • Clothing — modular clothing meshes (tops, bottoms, shoes, accessories) that layer over the base body
  • UV layouts must be consistent across all swappable pieces so textures and clothing fit interchangeably
  • Must support humanoid bone structure with normalized bones

Worlds / Environments

  • Interior and exterior themed environments
  • Each world is a single-scene GLB model loaded into a Three.js scene
  • Environments need walkable floor planes and logical bounds
  • Warm, stylized lighting baked or supported by the engine

Requirements

  • Experience creating modular character systems with swappable parts and texture variants
  • Experience exporting optimized .glb models for web/WebGL
  • Understanding of real-time rendering constraints (draw calls, texture budgets, polycount)
  • Familiarity with VRM avatar format and humanoid rigging
  • Ability to create consistent art styles across avatars and environments
  • Portfolio showing stylized/low-poly 3D characters and environments

Nice to Have

  • Experience with Three.js or web-based 3D rendering
  • Experience with baked lighting / lightmap workflows for WebGL
  • Ability to create modular/reusable props and furniture sets
  • Experience with world-building tools or level design

Deliverables

Per Avatar Set

  1. Base body .vrm file with consistent UV layout
  2. Texture sheets for each skin tone / eye color variant
  3. Separate clothing and hair meshes (.glb or bundled in VRM)
  4. A style guide documenting UV regions, naming conventions, and how pieces swap
  5. Source file (.blend / .fbx)

Per World

  1. Final .glb scene file (optimized, single file)
  2. A 1280x720 thumbnail preview image (.png)
  3. A brief spec sheet: recommended camera position, floor bounds, any hidden objects
  4. Source file (.blend / .fbx) for future iteration
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