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
- A 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
- Base body
.vrm file with consistent UV layout - Texture sheets for each skin tone / eye color variant
- Separate clothing and hair meshes (
.glb or bundled in VRM) - A style guide documenting UV regions, naming conventions, and how pieces swap
- Source file (
.blend / .fbx)
Per World
- Final
.glb scene file (optimized, single file) - A 1280x720 thumbnail preview image (
.png) - A brief spec sheet: recommended camera position, floor bounds, any hidden objects
- Source file (
.blend / .fbx) for future iteration