I will create and port sfm model, gmod playermodel, porting, tf2 model, left 4 dead 2

E
ericwrigh
E
ericwrigh
Eric W
Sommige informatie wordt in het Engels weergegeven.

Over deze dienst

Hi, you are welcome here


PLEASE CONTACT ME BEFORE PLACING AN ORDER to confirm details and pricing for your specific project. Source Engine can be temperamental, and I want to ensure your model works perfectly! 


Are you looking to bring your original character to life in Source Filmmaker? Whether you need a custom model created from scratch, an existing model ported to SFM, or a full character rig with facial flexes and bodygroupsyou're in the right place!


My Process:

  1. Consultation - Discuss your project scope and requirements
  2. Reference Review - Analyze concept art or reference sheets
  3. ️ Modeling/Porting - Create or convert your model to SFM format
  4. Testing & Revisions - Ensure everything works in-engine
  5. Delivery - Send the completed .mdl file and instructions


CONTACT ME FIRST - Each project is unique, and I need to assess complexity before quoting a price.

Model Limits - There is a limit of 128 flexes per model; complex projects may require reduction

Thanks.

Voorkeur voor een leveringsstijl

Laat het de freelancer weten als je voorkeuren voor of zorgen hebt over het gebruik van AI-tools voor het voltooien en/of leveren van je bestelling.

Maak kennis met Eric W

Eric W

3D Potential expert

  • Afkomstig uitVerenigde Staten
  • Lid sindsmei 2024
  • Gem. reactietijd1 uur
  • Talen

    Engels, Duits, Frans, Spaans, Esperanto
I am a 3D character modeler focused on the intersection of high-end realism and interactive game design. My primary medium is character creation for Garry’s Mod, a process that allows me to combine the technical rigor of game development with the artistic freedom of digital sculpting. Workflow: I begin with high-poly sculpting (ZBrush/Blender) to catch the organic nuance of the character, followed by a careful retopology process to ensure efficiency for the Source Engine. I rely heavily on advanced PBR texturing for realistic surfaces, but my true specialty lies in rigging and facial flexes.