Створити або відрегувати 3д модель по чітким технічним характеристикам
2000 UAHСтворити або відредагувати існуючу модель для Amazon дерев’яної полиці з фурнітурою. Додатково додати фізичний логотип на виріб.
Налаштувати текстури в колір до референсів та “одягти” згідно технічної специфікації.
Надати модель у вигляді зазначеному у специфікації.
План виконання роботи:
Погодження розмірів вироба (маштаб 1:1)
Погодження візуальної складової моделі (реалізм, кольора)
Завантаження на Amazon умови якого нижче зазначено в технічній специфікації.
Після апруву сайтом цієї моделі завершення проекту (до 24 годин)
Особливі умови: NDA, завершення проекту тільки після успішного завантаження моделі на сайт.
Існуюча модель:
Текстура:

Відтінок під який потрібно адаптувати існуючу текстуру:
Технічна специфікація:
General 3D guidelines
Select product categories (home, furniture, consumer electronics, shoes, and eye-wear categories) currently support 3D content, allowing customers to evaluate products. Below are general guidelines for creating 3D models compatible with Amazon customer experiences.
Note: Standards for more specific product categories can be found in the corresponding category 3D guides.
Important terms
glTF/GLB: GL transmission format is an open source file format developed by the Khronos Group for transferring 3D content.
GLB is the binary form of the glTF file format. This is our recommended format.
For information on the glTF specification, go to Khronos Group.
FBX: Filmbox file format is an editable, Autodesk proprietary format for transferring 3D content between software. Used and supported by 3D modeling programs including Autodesk’s Maya and 3ds Max, as well as Blender, an open source 3D creation application.
PBR: Physically Based Rendering is a method of rendering that provides a more realistic representation of how light interacts with a 3D model. Amazon recommends the metal/roughness workflow for the creation of materials.
General guidelines for all 3D models are listed below:
We accept assets in .GLB, .glTF, and .FBX file formats, along with their corresponding supporting textures.
3D models should be detailed and accurate, virtual representations of the real-world product as shown on the detail page.
The size and shape of each part of the model is proportional in relation to other parts.
Model is in real-world-scale, meaning model dimensions match assembled product dimensions. Inaccurate dimensions may cause delays in asset publication.
3D models should be optimized to run efficiently in web viewers and augmented reality environments. (For example: optimized geometry, textures, and materials). Note, we prefer visual quality over low file size, so in the event that there are high and low poly versions available, we prefer high.
Models should be less than 150K triangles.
We accept texture files in .PNG and .JPG format.
Texture resolution should not be less than 2048 px x 2048 px, and no larger than 4096 px x 4096 px.
3D asset general technical requirements–geometry and UV
3D models should be optimized to run efficiently in web viewers and augmented reality environments. (For example: optimized geometry, textures, and materials). Below are Amazon’s base line technical requirements and guidance for an asset to be published.
Note: We prefer visual quality over low file size, so in the event that there are high and low poly versions available, we prefer high.
Geometry
In general, a model should not exceed 150K to 200K triangles (do not use quads for count).
If Maya or other software containing a ‘smooth mesh preview’ feature was used, files must not have ‘smooth mesh preview’ turned ON.
.FBX models should be a single object, with all continuous geometry attached and all intersecting meshes merged into a single object. Model is not grouped.
Working units are in centimeters.
For 3ds max this needs to be changed within "System Unit Setup", not the potentially confusingly labeled "Display Units" which does not affect the actual scale of geometry. Also, ensure that “Respect System Units” is checked.
Underlying 3D Model is created primarily using Quads. Model contains no faces with more than 4 sides (NGONs).
Mesh must not contain animation key frames.
Geometry does not create invalid triangles.
Geometry does not create invalid edges.
Geometry does not create invalid vertices.
Geometry does not create lamina faces.
Curvature must be fully modeled in, not represented by edge weighting or creasing.
Intersecting geometry is ok as long as it displays realistically and as intended.
Topology
Topology (flow and structure of vertices/edges/faces) of a 3D model should be well organized. It is important that you maintain good, clean topology when building your 3D models. Maintaining good topology will eliminate most of the mesh related errors.
Create vertices only if it is necessary.
Keep all faces quads, this will help eliminate artifacts such as pinching.
Make all faces of the model as even-sized squares. And don’t create any random faces that are too big or too small.
Make sure the topology is well organized, and the flow and structure of your 3D model looks good.
Artifacts due to topology challenges could lead you to get a delay in model publication.
UV specifications
UVs must all be within one texture atlas, meaning placed in the main coordinate space (0,1) (Ref: 19 & 20).
Model should not require double-sided textures or geometry. It is not supported.
All shells must have a minimum padding of 6 pixels on all sides, 16 pixels padding distance is recommended. Padding provides a safety net for UV shells that are close, preventing them from overlapping when a texture is down-res'ed. However, for similar objects, texture UV can be overlapped with no visible texture tiling.
UV shells should be positioned logically, according to their position on the 3D model.
UV shells should be oriented logically - with the top vertices of the 3D object at the top of the UV shell in the UV editor. Same for the bottom, left, and right parts. Orientation can be strategically rotated for texturing purposes when appropriate.
UV shells should not be "flipped", as this can cause shading errors.
UV shells should have the correct relative size and Texel density compared to other shells of the same material, and all shells should be as close in size/density as possible.
UV parts from clear glass or pure metals can be smaller when they don’t have specific detail.
The UV cannot be stretched or curved.
Seams created on places of seams on the original product preferred.
All UV shells must be in single set as multiple UV sets are not supported.
3D asset general technical requirements–texture and materials
3D models should be optimized to run efficiently in web viewers and augmented reality environments. (For example: optimized geometry, textures, and materials). Below are Amazon’s base line technical requirements and guidance for an asset to be published.
Note: We prefer visual quality over low file size, so in the event that there are high and low poly versions available, we prefer high.
Textures and materials
Models should not require double-sided textures, and is not supported.
Texture must include base color, metallic, roughness, and normal maps.
Supporting textures (.PNG or .JPG) must be one texture per channel. It must be square and power of two, with a final resolution of no larger than 4,096 pixels, and no smaller than 2,048 pixels, on all sides.
All materials are PBR Metal-Rough.
Required maps:BaseColor map in RGB (texture_BaseColor.png) is required.
Diffuse maps must contain an alpha channel in case of a partially transparent object/surface. Transparency should be mapped in the alpha channel of the above.
Note: Transparency should not be used to represent IOR materials like glass or thick plastic/acrylic. Refer / follow the PBR next workflow.
Metallic/metalness in linear (Greyscale) (texture_metal.png) is required.
Roughness in linear (Greyscale) (texture_rough.png) is required.
Normal in linear–RGB (texture_normal.png) is required.
Sheen
Sheen color in sRGB (texture_sheencolor.png) is required for velvet material.
Sheen roughness in linear (Greyscale) (texture_sheenroughness.png) is required for velvet material’s shine.
Transmission in linear (Greyscale) (texture_transmission.png) is required for Glass and transparent materials.
Opacity in linear (Greyscale) (texture_opacity.png). This is exported as a map for the transparency value added to the Opacity channel.
Height in linear (Greyscale) (texture_height.png). This is exported as a map if there are any height value added to the Height channel
Clearcoat:
Clearcoat color insRGB (texture_clearcoatcolor.png) is required for the additional offset of shiny surface (color value)
Clearcoat roughness in linear (Greyscale) (texture_clearcoatroughness.png) is required for the additional offset of shiny surface (shiny value)
Occlusion in linear (Greyscale) (texture_occlusion.png) contains the lighting information.
Index of refraction in linear (Greyscale) (texture_ior.png) is required to specify the reflection/refraction data.
Thickness in linear (Greyscale) (texture_thickness.png) is required to specify the thickness of the object
3D export guidelines
Regardless of the software used to create your 3D models, you have to export it to a file format that is supported by Amazon. Currently we support 3D models in GLB, glTF, and .FBX. GLB files are the binary version of the glTF format, with mesh and textures contains in a single file, versus the multiple files used with glTF.
If exporting to glTF
Many 3D content creation applications have glTF exporters plug-ins, a list of which can be found on the Khronos Group’s glTF-Generator-Registry
The Khronos Group glTF-Validator tool can be used to check that files meet technical requirements. https://github.khronos.org/glTF-Validator/
If exporting to FBX
Ensure that file is Autodesk 2016/2017 compatible.
We accept only FBX version >= 7.
Animation is not selected.
Outliner/layers need to be clean.
Translation and rotation need to be frozen, zero.
X, Y, Z Scale each need to be 1.
Pivot is in correct alignment–See Amazon alignment guide.
Scene units are in centimeters.
Export units are in centimeters.
Supported textures
Required maps and naming convention*
BaseColor = “basecolor”
Metallic = “metallic”
Normal = “normal”
Roughness = “roughness”
Optional maps
Opacity = “opacity”
Height = “height”
Transmission = “transmission”
SheenColor = “sheencolor”
SheenRoughness = “sheenroughness”
Clearcoat = “clearcoatcolor”
ClearcoatRoughness = “clearcoatroughness”
Occlusion = “occlusion”
IndexOfRefraction = “ior”
Thickness = “thickness”
CAD export and conversion recommendations
Remove any extra models and avoid including occluded (fully hidden) geometry on the interior of the mesh that will not be visible when the model is rendered; this helps reduce the file size and can improve rendering performance.
When decimating a high-poly source model, consider decimating the individual parts separately to help preserve silhouette critical details on small components like hardware nuts and bolts.
Label surfaces with material groups for the final visualization.
Provide detailed reference imagery for final manufactured product design with your submission
3D asset quality recommendations
Good 3D models make it easier for customers to evaluate a product. Models should be detailed and accurate, providing a realistic, virtual representation of the real-world product, as shown on the detail page. Important considerations for 3D models are:
Color: Amazon uses the ‘Primary’ image selected as the source of truth for color. If supporting images, or product descriptions, conflict with the primary in a way that leads to a belief that the ‘Primary’ may be inaccurate, asset publication may be delayed, or rejected.
Shape: Amazon uses the ‘Primary’ image selected as the source of truth for shape, and additional reference images may be used as needed for areas which are not visible in the ‘Primary’. In order to determine if a model meets Amazon’s shape standards, you must be able to answer “yes” to the following questions:
Are all elements of the ASIN which are visible from the outside of the product represented in the model?
Are all elements of the ASIN which contribute to the silhouette of the product modeled in?
Is the silhouette created by the model the same as the silhouette shown in the reference imagery?
Is the level perfection/imperfection in the shape both realistic and accurate to the reference imagery? (Wrinkling, unevenness, misalignment across seams, and weathering.)
Are all supporting and aesthetic elements honest to the reference imagery?
Static element = something that is unchangeable or fixed, could not be moved without dismantling the product (screws, bolts, legs, buttons, and handles.
Variable element = something that could be moved or adjusted, or could change in location/shape due to styling or manufacturing (wrinkles, folds, woodgrains, cracks, knots, tassels, pillow placement, weathering/intentional damages.)
Does light fall over the surface of the model in the same way as shown in the reference imagery (wrinkled vs. smooth surfaces, sharp vs. soft bevels, and steep vs. shallow angles.)?
Detail accuracy
Detail Accuracy refers to the honesty, correctness, and proper execution of a detail element of an ASIN. All detail elements should be created as accurately as possible. When working to understand Detail Accuracy consider a customer who is shopping for a product and looks at the 3D model as the deciding factor. The customer may look to the model's details to understand the product's overall quality, price point, function, and aesthetic. It is important to consider whether or not choices made in the modeling process could be misleading. In order to determine if a model meets Amazon’s detail accuracy standards, you must be able to answer “yes” to the following questions:Are there the correct number of each detail element?
Is the overall detail type accurate? ex. Philips head screw vs. hex screw, square vs. diamond buttons, and piping vs. top-stitch.
Is the color and texture of the detail accurate?
If the element repeats is the type and execution consistent?
if there are stitches on the back and cushion of a couch are they the same size and color throughout? If there are screws on the model are they all modeled in and not half modeled and half drawn on?Are the details honest?
For example: If a ‘Primary’ image shows less than "perfect" detailing, the model detail should reflect the same level of perfection/imperfection. So, if a tabletop is scratched to create a "weathered" look it should be scratched the same amount and in a similar patterning as shown in the reference imagery.Are all functional hardware elements, that can be seen in the ‘Primary’ image (screws, nuts, bolts, buttons, hinges, latches, supports.) modeled in and of the correct type?
If a detail contributes to the silhouette of an ASIN, is it modeled in?
3D asset alignment specifications
It is important to properly align model meshes before uploading. Improper alignment will cause issues to the customer experience, and will delay publication. Refer to the full 3D imaging alignment guide for examples of each of the alignment types.
All models are aligned to floor, wall, or ceiling. Model “front” is determined by the 3D imaging alignment style guide, and all models must be aligned with model “front” faced toward positive Z space.
The ‘Up‘ world axis is positive Y.
The mesh must be aligned in relation to worldspace 0,0,0 properly for its specific product type alignment: "floor", "wall", "floor mirror", or "ceiling".
Floor model alignment
All floor-aligned models must rest on the Y=0 plane, with all geometry extending into positive Y space.
All floor-oriented models are centered at the base of the bottom surface in both the X and Z Axes. The pivot point should be at 0,0,0.
Ceiling model alignment
All ceiling-oriented models exist at or below the Y=0 plane, with all geometry extending into negative Y space.
All ceiling-oriented models "hang" from the base of the top surface. The pivot point should be at 0,0,0.
Wall model alignment
All wall-oriented models must have their “backside” aligned to the XY plane (Z=0), all geometry extending into the positive Z space.
All wall-oriented models are centered around the X and Y Axes, with the pivot point at 0,0,0 in the center point of the back side surface.
Floor mirror alignment
All floor mirror models must have their “backside” aligned to the XY plane (Z=0), all geometry extending into the positive Z space.
Angle of inclination.
3D asset tools and resources
Links for tips and resources:
Many 3D content creation software have glTF exporters, a list of which can be found on the Khronos group’s glTF-generator-registry.
The Khronos group glTF-Validator tool can be used to check that files meet technical requirements.
Though we are not providing the Amazon viewer to preview 3D assets at this time, glTF files can be drag and dropped into the Khronos sample viewer for an output nearly indistinguishable from ours.
Physical-based rendering information
Covers the theory of physically-based rendering.
Covers guidelines for creation of PBR materials.
Отзыв заказчика о сотрудничестве с Станіславом О.
Створити або відрегувати 3д модель по чітким технічним характеристикамИскренне спасибо Станиславу за замечательную работу над 3D-модели. Впечатлен профессионализмом и творческим подходом к проекту. Коммуникация была легкой, а результаты - выше ожиданий: детализированная модель с отличной текстурой и освещением.
Важно, что Станислав завершил работу точно в срок, что демонстрирует его надежность и ответственность. Рекомендую его услуги как высококлассного специалиста в 3D моделировании. Это был отличный опыт сотрудничества, и я с нетерпением жду новых проектов с Станиславом.
Спасибо за вашу талантливую работу!
Отзыв фрилансера о сотрудничестве с Volodymyr Sokolenko
Створити або відрегувати 3д модель по чітким технічним характеристикамОчень чистые условия, интересный опыт, хороший заказчик, которого я рекомендую к сотрудничеству.
Спасибо и надеюсь на дальнейшую кооперацию.
-
ТЗ - фейспалм якийсь
-
Що ви маєте на увазі ?
-
ще не зрозумів один момент: навіщо тут НДА, якщо виріб вже всім видно, до того ж він простий як дві копійки? чи можна обійтися без бюрократії у даному випадку?
-
Актуальные фриланс-проекты в категории 3D моделирование и визуализация
Разработка 3D-барельефа (STL или OBJ) для ЧПУ-фрезеровкиПриветствую! Ищу 3D-модельера для создания рельефной модели под изготовление пряничной формы (фрезеровка на ЧПУ).Исходные данные: Основа: Рельефный сувенирный пряник по мотивам прикрепленного изображения (герб города Липовец). Габариты готового пряника: Диаметр 13 см. Габариты… 3D моделирование и визуализация, Инжиниринг ∙ 5 часов 46 минут назад ∙ 10 ставок |
Создать рендеры (визуализацию) коммерческого объектаРазработать рендер (визуализацию) коммерческого объекта — магазин, прилегающие киоски, парковка, подъездные пути и благоустройство. Существенно визуализация для создания коммерческого предложения арендаторам. 3D моделирование и визуализация, Архитектурные проекты ∙ 14 часов 50 минут назад ∙ 17 ставок |
Фотореалистичный рендер модели из Archicad в D5 RenderФотореалистичный рендер модели из Archicad в D5 Render. Нужно доработать этот рендер до фотореалистичного фото. Добавить необходимый антураж на участке, мебель внутри. То, что будет нужно.Обязательно делать это в D5 Render, чтобы потом можно было корректировать самостоятельно. 3D моделирование и визуализация ∙ 1 день 15 часов назад ∙ 8 ставок |
Дизайн рюкзака*Дизайн рюкзака: визуализация и 3D-модель** Ищу дизайнера продукта или промышленного дизайнера с опытом работы с аксессуарами, сумками или снаряжением. **Что нужно сделать:** — Разработать внешний вид рюкзака на основе моих референсов и пожеланий — Подготовить качественные… 3D моделирование и визуализация, AI в дизайне ∙ 3 дня 5 часов назад ∙ 8 ставок |
Проектирование деталей (колодки для сумки для печати на 3д принтере)
1000 UAH
Необходимо разработать 3D-модель разборной колодки для сборки сумки для последующей печати на 3D-принтере. Исходные данные Ручной эскиз с основными размерами. Ширину, высоту и параметры сужения колодки (на фото наброске) DXF-файл с контуром лица изделия. Фотографии и примеры… 3D моделирование и визуализация, Предметное проектирование ∙ 3 дня 13 часов назад ∙ 12 ставок |




