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3D Rigging is the art of preparing a 3D character model for animation. Through the process of rigging, the artist implements a series of controls, called "bones" which can be used to move and manipulate the 3D model as if it were a puppet. This allows for a 3D model to be posed for still images as well as put into motion for animating. By creating an armature or rig, an animation artist is able to control a digital object as if it were made of rubber or string.
A great advantages of using 3D rigging is that once it has been set up, many animations can be achieved with a few clicks or keyframes, while still leaving room for the more complex movements should the project require them. The bones in the skeleton are connected directly to the 3D model’s geometry and deform its vertices accordingly, which means that any pose achievable with real-life puppetry can now be simulated in computer imagery with ease.
Heres some projects that our expert 3D Rigging Artist made real:
These rigs have been used by clients across many sectors such as : advertising, games development and virtual reality experiences. With expert knowledge in modelling , rigging, and texturing our team can bring any project to life through animation.
We invite potential clients to post their project on Freelancer.com and hire our expert 3D Rigging Artist will turn their imagination into virtual reality!
Kutoka kwa kaguzi 19,797 , wateja wanakadiria yetu 3D Rigging Artists 4.9 kati ya nyota 5.3D Rigging is the art of preparing a 3D character model for animation. Through the process of rigging, the artist implements a series of controls, called "bones" which can be used to move and manipulate the 3D model as if it were a puppet. This allows for a 3D model to be posed for still images as well as put into motion for animating. By creating an armature or rig, an animation artist is able to control a digital object as if it were made of rubber or string.
A great advantages of using 3D rigging is that once it has been set up, many animations can be achieved with a few clicks or keyframes, while still leaving room for the more complex movements should the project require them. The bones in the skeleton are connected directly to the 3D model’s geometry and deform its vertices accordingly, which means that any pose achievable with real-life puppetry can now be simulated in computer imagery with ease.
Heres some projects that our expert 3D Rigging Artist made real:
These rigs have been used by clients across many sectors such as : advertising, games development and virtual reality experiences. With expert knowledge in modelling , rigging, and texturing our team can bring any project to life through animation.
We invite potential clients to post their project on Freelancer.com and hire our expert 3D Rigging Artist will turn their imagination into virtual reality!
Kutoka kwa kaguzi 19,797 , wateja wanakadiria yetu 3D Rigging Artists 4.9 kati ya nyota 5.I have a completed .vrm avatar that already moves well but still uses the generic blink and lip-flap presets. I now want it to react to my real facial expressions inside VSeeFace, driven only by a standard webcam. Your task is to add the necessary blendshapes, VRM expressions, and any supporting bones or mesh edits so that VSeeFace can pick up both eye and mouth movement accurately—looking directions, blinks, pupils, smiles, open-mouth, etc. The finished model should load in VSeeFace with no warnings and track naturally out of the box. Please deliver: • The updated .vrm file ready for VSeeFace • A short note listing the added blendshapes / expression clips and any Unity packages or scripts used so I can reproduce the setup later • A quick screen-capture or ...
I need an experienced animator to show me, step by step, how to get mocap animations from Rokoko studio to work into Unreal Engine 5.7. The workflow must cover: 1) Importing Genesis 8, 8.1 and 9 characters (DAZ studio) and their assets (hair, clothes, morphs...) to Unreal Engine 5.7 and retargetting them for Rokoko Studio animations (body + face) ; 2) Importing Rokoko animations in UE 5.7 to fit MetaHuman (body + face) ; 3) Creation and management of morph targets for MH ; 4) Creation of a cloth-simulation setup in UE that includes ripping (Hulk out type). Please record every stage (screen-share or written guide) so I can repeat the process on my own projects. A short test shot—five to ten seconds of motion with visible cloth interaction—will serve as the proof that th...
I’m in pre-production on a 15 to 60 minute 3D short and I want the entire project to achieve a grounded, cinematic realism. The story features people, several animals, and a handful of detailed props, so every asset—from skin and fur to hard-surface objects—needs to read convincingly on screen. I need one artist (or a tight-knit team) who can take each asset through the full pipeline: clean topology modelling, production-ready rigging, and expressive, physically accurate animation. If you’re most comfortable in Maya, Blender, Houdini, or a similar high-end package that’s fine with me; what matters is the end result matches real-world motion, weight, and surface detail. I will supply a script. You’ll handle character and environment creation, set up...
The current build needs, but I need attack animations and characters I want to react when hit. I need the animation set expanded with new melee moves, proper hit-reacts, and matching recovery cycles so every swing, block, and stagger looks believable in real time. While touching the animations, I also want the overall look of the heroes and enemies lifted. Higher-fidelity character models, tighter skin weights, and polished animation blends are the priority; textures and lighting are fine for now, so the focus stays on meshes and their movement. On the NPC side, villagers and companions should do more than stand around. Each must be able to hand out quests through an interaction menu, then let the player reroll or “re-roll” character stats right from that same conversatio...
The current build already has, but I need attack animations and characters I want to react when hit. I need the animation set expanded with new melee moves, proper hit-reacts, and matching recovery cycles so every swing, block, and stagger looks believable in real time. While touching the animations, I also want the overall look of the heroes and enemies lifted. Higher-fidelity character models, tighter skin weights, and polished animation blends are the priority; textures and lighting are fine for now, so the focus stays on meshes and their movement. On the NPC side, villagers and companions should do more than stand around. Each must be able to hand out quests through an interaction menu, then let the player reroll or “re-roll” character stats right from that same conversat...
I need a 3D artist to give an existing, rigged MetaHuman a fresh stylized look. Scope of Work: Custom Outfit: Model and texture (4K PBR) a stylized outfit. It must snap to the MetaHuman body without clipping and preserve existing weighting. Visual Stylization: Adjust the face textures and hair (Groom) to move away from realism toward a bold, stylized aesthetic. Technical: Deliver as a .uasset or FBX optimized for Unreal Engine, ensuring full compatibility with the MetaHuman pipeline. Note: I will provide the base file and moodboard upon kickoff. Please share a portfolio featuring stylized characters, custom grooms, or unique shaders.
I have a video of myself delivering a speech and want the entire piece re-imagined as a Pixar-inspired 3D animation. The final cartoon should keep my original voice track and match every gesture, pause, and facial movement, so lip sync and timing need to feel natural. The character must look unmistakably like me while living comfortably in a Pixar-like world: large expressive eyes, clean stylised surfaces, and rich, film-quality shading. I’m after a highly detailed, realistic finish rather than something simplified. Please pay special attention to my clothing and accessories; these items are the main visual cues I’d like pushed forward. Core deliverables • A fully-rigged 3D model that resembles me in Pixar style, with clothing and accessories accurately recreated. &b...
I need a clean, lightweight rig added to my existing humanoid base mesh in Blender so I can drop the model straight into Pose Mode before taking it into sculpt. The rig itself can stay basic—spine, limbs, hands, feet, plus simple IK on arms and legs is plenty—yet I do want a small facial panel (jaw, brows, mouth corners) so I can pull quick expressions without diving into shape keys later. I won’t be animating; the entire purpose is to strike static poses and export for further sculpting, so deformation quality in extreme bends is more important than advanced constraints. Please keep naming conventions tidy, keep extra objects to a minimum, Deliverables • Blender 3.x file containing the rigged mesh • One example pose that demonstrates body and facial contro...
I want to produce an entertainment-focused 3D piece built around human characters presented in a distinctive, stylised look. The feel should sit comfortably between realism and exaggerated cartoon, leaning on bold shapes, expressive motion and a memorable colour palette rather than photoreal detail. Scope • Full 3D design, modelling and rigging of the human cast. • Animation, lighting and texturing that emphasise the stylised aesthetic. • Final delivery as a clean 1080p (or higher) video file along with the editable project files so I can archive or repurpose assets later. Creative direction is open to your suggestions, but I’m specifically not after a strictly realistic or abstract result; the charm should come from the unique style you bring. Please outline y...
We are seeking a talented 3D artist generalist to create two detailed models representing late youth male and female characters for our gamified, AI-powered soccer training mobile platform. The ideal candidate should have a strong portfolio demonstrating expertise in character modeling and a keen eye for detail. You will need to handle the design of soccer shoes (cleats), shorts, socks, and jerseys to start with. This project offers an opportunity to contribute to a cutting-edge training tool, enhancing user experience through immersive visuals. We are looking for an artist who can contribute to our platform in the long run, not only modeling 3D avatars but also creating environments, cosmetics, skins, and digital collectables like badges and so on. If you have the skills and creativity to...
I’m developing a project called “Bololar animatsion” and need a vibrant 3-D animation to bring it to life. Because I’ve chosen full 3-D rather than 2-D or motion-graphics, I’m looking for someone who can take the idea from blank scene to polished render—modeling, texturing, rigging, lighting and animating playful characters that will keep kids glued to the story. My priorities are: • Smooth, expressive movement that feels natural and engaging • Bright, child-friendly colour palettes and simple geometry that loads quickly yet looks polished • A final video delivered in HD (1080p or higher) along with the working project files from Blender, Maya or a comparable industry-standard tool If you already have a kid-centric animation re...
I’m putting together a month-long series of bite-sized, kid-friendly videos that help children recognise and talk about their feelings. I need one fully finished 3D animated short delivered every day for 30 days. Each piece should run between three and four minutes, stay light, colourful and engaging, and revolve around teaching emotions—joy, sadness, anger, surprise, and the rest—in simple, memorable ways. Here’s what I’m expecting from you: • End-to-end 3D production: modelling, rigging, animation, lighting, and rendering. • Clear, child-safe storytelling that always circles back to an emotion and how to handle it. • Final output in 1080p MP4 (H.264), ready to upload the same day. If you already have a streamlined pipeline for short-f...
Hi freelancers, I’m Nathan, an indie dev in Brandon, FL prototyping a UE5.7 martial arts game inspired by Sifu and Absolver (fluid combos, stances, painterly animated style). I need one starter hero character created fully from my concept art. Requirements: • Style: Painterly/illustrated (brush stroke textures, toon-like, not hyper-realistic). Low-mid poly (10k–25k tris) for good performance in UE5. • Character Details: Mature Asian kung fu master (long black hair, serious/intense expression, muscular lean build, barefoot). Black gi outfit (loose pants, wrap-style top, belt, arm wraps) – exact match to attached concept images. • Pose: T-pose or A-pose base for rigging and export. • Rig: Full humanoid skeleton/rig compatible with UE5 Manny/Epic skel...
I'm seeking an Unreal Engine 5 professional to create a character customization system, that I can import into my project compatible with my character model where you can choose different skin colors, clothes and hair. / can send the character, hair and clothing models. I currently only have a few clothing and hair models, so I want it to be easy to import more into the character customization system myself when I can. I also want to make changing hair color possible, and the possibility to select accessories like hats and chains. Also it would be nice if it will be possible for me in the future to set a price for some clothes and accessories to buy with in-game money. My budget is under 30/40€. I have both a first person and a third person character, and I only have one male cha...
Hyper-Real Influencer Pipeline Creation – Football Fan Avatar I’m building a football-themed virtual influencer and need one expert studio or freelancer to take the character from first sketch all the way to a fully rigged, animated MetaHuman inside Unreal Engine 5. The initial avatar will represent a fan of Corinthians ("Fielzão da ZL") and São Paulo ("Tricolouco"), with architecture allowing future customization for other clubs. **ARCHITECTURE REQUIREMENT:** The avatar must be built with parametric/modular architecture enabling future customization for different teams (colors, logos, accessories) without remodeling. Source files must be fully editable. **Here’s the flow:** • **Concept phase** – Final production-ready conc...
I’m building a game that calls for a fully-realized, realistic human & some animal characters like horse. I already have concept art and size references; what I need now is an experienced 3D artist who can take those references all the way from high-quality modeling through to a clean, game-ready rig and a first batch of animations. Scope of work • Model a realistic human, animal (full body, clothing and basic props) suitable for current-gen engines. Can use automated 3d modelling & texturing from my 2d ready to 3d artwork. • Create an efficient, deformation-friendly skeleton with clear naming and controllers. Facial rigging for expressions is required. • Texture and bake all maps (albedo, normal, roughness, AO) so the asset drops straight into Unreal or ...
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