It is necessary to create a 3D character for a mobile game in GLB format (glTF binary), fully optimized for mobile devices.
The character must be modular. The base model is a separate body without armor, with a standard humanoid rig and root bone. All equipment elements must be separate GLB files and use the same skeleton (without separate skeletons). The equipment must connect and disconnect correctly in the game.
The following objects must be created separately: base body, helmet, chest armor, gloves, boots, cloak (if available), sword, second sword (for dual wield), axe, bow. Weapons are separate files, without animations, with the pivot correctly set at the grip point.
The total polygon count of the complete assembly (body + armor + weapons) should not exceed 30,000 triangles. The base body should be 10–15K, equipment 5–10K, weapons 2–5K. Detail through normal map, without excessive geometry.
Textures optimized, PBR: BaseColor, Normal, ORM (Occlusion/Roughness/Metallic in one map). Maximum texture size 2048x2048 (if necessary, a version 1024x1024). Minimize the number of materials and draw calls.
Humanoid rig, compatible with mobile engine. Must have root bone and sockets/bones for weapon attachment: right hand, left hand, back (if necessary). No cloth simulation. Minimum required number of bones.
Animation set (exported as separate clips):
Combat Idle
Run
Jump
Land
Hit Reaction
Death (with fall)
One-handed weapon (sword):
Attack 1
Attack 2
Attack 3
Heavy Attack
Axe:
Attack 1
Attack 2
Heavy Attack
Bow:
Aim
Draw
Shoot
Dual Wield:
Combo 1
Combo 2
All animations are short, dynamic, without long pauses, optimized for mobile gameplay.
The character must correctly support the change of equipment and weapons through the inventory. All transformations are applied (without scales of 0.01 and offsets). The model is fully ready for integration into the mobile project.