[FOR HIRE] [FREELANCER] 3D Artist For Weapons And Tools

3D Artist Needed — Stylized Medieval Weapon & Tool Pack for Survival Game (Unreal Engine)

Overview

I’m looking for an experienced 3D artist to create a complete modular weapon and tool asset pack for a survival game built in Unreal Engine. The pack must be delivered fully game-ready — models, textures, materials, and proper scene setup — requiring no additional work on my end to drag and drop into Unreal.

The visual target is realistic form, stylized surface: the shapes and proportions of each weapon should be grounded and believable (no exaggerated anime swords or over-designed fantasy pieces), but the texturing should lean stylized — broad, clean color fields with a subtle hand-painted quality, minimal surface noise, and limited wear detail. Think along the lines of Valheim, Northgard, or For The King rather than photorealism or heavy cartoon.


What I Need

Models (10 Weapons/Tools)

  1. Woodcutting Axe — A practical single-bit axe. Slightly thicker and broader blade than a real axe for readability at game scale.

  2. Pickaxe — Standard two-pronged mining pickaxe.

  3. Sword — Straight, double-edged, one-handed. Simple disc crossguard and round pommel. No ornate hilt work.

  4. Single-Sided Battle Axe — A bearded or crescent-edged combat axe. Larger and more aggressive than the woodcutting axe, with a flat hammer face on the back.

  5. Double-Sided Great Axe — A two-handed axe with symmetrical crescent blades on both sides. Imposing but not cartoonishly oversized.

  6. Spear — A simple leaf-shaped spearhead on a long shaft.

  7. Glaive — A large single-edged curved blade on a long shaft. Cleaver-like, designed for chopping.

  8. Mace — A flanged mace with 6–8 vertical flanges around a central core. Blunt and heavy, no spikes.

  9. War Hammer — A flat square striking face on one side, a short blunt beak/spike on the other.

  10. Dagger — A short, double-edged stabbing blade with a simple crossguard. Compact and utilitarian.

Modularity

Every weapon must be split into separate meshes for the blade/head and the handle/shaft. These are not cosmetic sub-meshes inside a single static mesh — they need to be truly independent parts that I can mix, match, and swap at runtime. Socket/attachment points should be clearly set up.

  • Axes, pickaxe, mace, war hammer → share a common short handle

  • Spear, glaive → share a common long shaft

  • Sword → has its own grip + crossguard + pommel assembly

  • Dagger → has its own grip + crossguard assembly (smaller scale than sword)

  • Great axe → uses the long shaft

Material System

The material setup must be fully parameter-driven so that a single master material can represent a wide range of material types — from dull stone to shiny diamond — by adjusting exposed parameters at runtime. The key controllable properties are:

  • Base Color / Tint — Full RGB control over the surface color.

  • Metallic — 0 (non-metallic, e.g. stone) to 1 (fully metallic, e.g. gold).

  • Roughness — Controls surface glossiness. High roughness = matte (stone, iron), low roughness = reflective/shiny (gold, diamond).

  • Reflectivity / Specular — Additional control over how strongly the surface reflects its environment, independent of metallic value. This matters for materials like diamond that are non-metallic but highly reflective.

  • Emissive Intensity — Optional glow control for fantasy materials that may emit light.

The confirmed in-game materials that must look correct out of the box are:

  1. Stone — Gray-brown, fully matte, non-metallic, no reflections.

  2. Copper — Warm orange-brown, metallic, moderate roughness, subtle patina tones.

  3. Iron — Dark gray, metallic, high roughness, utilitarian look.

  4. Gold — Rich yellow, fully metallic, low roughness, clearly reflective and lustrous.

  5. Diamond — Light blue-white / crystalline tint, non-metallic but high specularity and very low roughness, giving a gemstone-like reflective quality.

There will be at least 2 additional fantasy/fictional materials (think along the lines of Adamantine, Mithril, Orichalcum, etc.) whose exact appearance is not yet finalized. The material system must be flexible enough that I can define these new materials entirely through parameter values and material instances — no new textures or shader work should be required. If I can dial in a color, a metallic value, a roughness value, and a reflectivity/specular value, I should be able to convincingly represent any new material.

Preset material instances for the 5 confirmed materials listed above should be delivered ready to use.

Art Style — Key Points

  • Realistic silhouette, stylized surface. If you showed only the wireframe, it should look like a real weapon. But the texture should not try to be a photograph.

  • Broad, clean color fields. Large areas of relatively uniform color with smooth value transitions. Not noisy, not busy.

  • Subtle hand-painted feel. Soft brushstroke-like transitions between value zones. Not hard cel-shading, not flat color — somewhere in between.

  • Minimal wear and tear. A hint of edge wear or very subtle darkening in crevices is fine. No heavy rust, no blood splatters, no scratches, no fingerprints, no dirt buildup.

  • No ornamentation. No carved runes, no gemstone inlays, no gold filigree, no skull motifs, no glowing effects. These are practical survival tools and weapons.

  • Slightly exaggerated proportions for readability. Blades a bit wider and thicker than reality. This should feel intentional and consistent, not sloppy.

Unreal Engine Delivery

  • Delivery format: An Unreal Engine 5.6 project (or content folder) ready to migrate directly into another UE 5.6 project. Not loose FBX files — everything must be set up inside Unreal.

  • All meshes must be delivered with materials fully assigned — textures plugged into the correct material inputs, material instances applied to the correct meshes. Opening any asset in the editor should show the final intended look with zero additional setup on my end.

  • Master materials with exposed parameters (Base Color, Metallic, Roughness, Specular, Emissive Intensity) and pre-built material instances for each confirmed material (Stone, Copper, Iron, Gold, Diamond). Creating a new material variant should be as simple as duplicating an instance and adjusting parameter values.

  • Proper collision meshes (simple box/convex for each part)

  • Correct pivot points: at the socket/junction for heads, at the base of the grip for handles

  • Clear, consistent naming convention across all assets. Example: SM_BattleAxe_Head, SM_Spear_Shaft, MI_Iron, MI_Gold

  • A simple demo/preview scene or blueprint showing the weapons assembled with their variants would be appreciated but is not strictly required.


What I’m NOT Looking For

  • Photorealistic textures or Quixel Megascans-style surfaces

  • Over-designed fantasy weapons with excessive detail

  • Stylized but cartoonish/chibi proportions

  • “Asset flip” quality or generic asset store packs

  • Untextured gray-box models that I’d need to paint myself