I will game ready 3d pbr props, creatures for unreal

Y
yuango18
Y
yuango18
YUAN
Sommige informatie wordt in het Engels weergegeven.

Over deze dienst

I create game-ready 3D assets with a full PBR workflow props, creatures, and complete Unreal Engine scenes. Studio-quality monsters or optimized props, with clean topology, proper UVs, and 4K PBR textures that drop straight into your engine.

Why work with me

- Full PBR pipeline: highpoly sculpt retopo RizomUV 4K textures (Albedo/Normal/Roughness/AO/Metallic)

- Bilingual pro in ZBrush, Maya, Substance Painter, and Unreal Engine 5

- Game-optimized or film-grade fidelity, per your poly budget

- UE5 scene setup: materials, lighting, particles, post-processing

Proven track record

- Corporate promo films for a publicly listed company

- Immersive 4-screen and 5-screen (folded-display) films for Chinese museums, built around each museum's history

- Outsourced heavy-armored creature asset for a major Chinese animation studio

How it works

1. Message me before ordering confirm scope, poly budget, texture resolution, formats, and timeline.

2. I deliver step by step, with set revisions.

3. Need full confidentiality / no resale? Grab the "NDA / No Resale Rights" extra.


Message me to get started.


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 YUAN

YUAN

ZBrush MAYA Unreal Engine5 SubstancePainter

  • Afkomstig uitChina
  • Lid sindsaug 2026
  • Gem. reactietijd1 uur
  • Talen

    Engels
I am proficient in the PBR workflow and capable of creating models and scenes to your specifications, complying with either film‑grade fidelity or polygon‑count constraints for game assets. My toolset includes Maya, ZBrush, RizomUV and Substance Painter. I can render final outputs using Redshift or Arnold within Maya, or prepare assets for Unreal Engine. Inside UE, I perform scene assembly, material setup, particle effects, lighting arrangement and post‑processing adjustments to achieve the desired visual results.

Mijn portfolio