I’m looking to hire a 3D Artist / Modeler that can create assets usable within a total war style RTS.
to begin with it will be just one or two units, then will need to create 60+ units with varying designs to them.
I’m looking for someone I can work with long term and someone thats a real expert and can advise me better ways of doing things.
currently:
Battles are large scale, so units read at distance and budgets are tight. 3,000 triangles at LOD0 and 1,000 at LOD1, one material slot, a single 1024 atlas of base colour and normal, 45 to 90 deform only bones, maximum 4 bone influences per vertex.
Equipment modelled into the mesh rather than attached as props.
Must have strong interest / knowledge of Christianity as the game is centred entirely around Christianity and Crusades, so knowledge of the inner workings of Christianity will be really helpful.
Hi! I specialize in performance optimized RTS character pipelines including strict LODs 3k/1k tris single 1024 atlas setups and bound equipment meshes. I also have a strong interest in historical Crusades and Christian iconographic details ensuring both technical compliance and accurate thematic representation. I’d love to serve as a long term technical advisor and artist to help streamline your 60+ unit pipeline efficiently from day one. Would you prefer the initial unit prototype to focus on a heavy knight/Crusader archetype or a light infantry militia base?
Hello! I would love to help you creating the 3D units for your game. I have over 6 years of experience working with indie games and I have a lot of experience optimizing game assets for RTS games. Here is my portfolio: ArtStation - Diego Montenegro
You can contact me on my email: diegomf.3d@gmail.com
Or you can add me on discord too: diegomf3d
Greetings! I am a freelance 3D Environments and prop artistswith strong experience in optimized modelling for video games while minimizing poly counts. I’d love to work with you as an Environment, props or hard surface artist as well as helping build the visual design of your game.
I have a strong interest in the Crusades, medieval historical culture and Christian culture in the Middle Ages.
Your constraints are actually a good starting point for building a scalable RTS asset pipeline. With 60+ units planned, I’d strongly recommend treating the first unit as a production benchmark, rather than simply making one “finished” model.
I’d lock down the following on that first asset:
LOD0/LOD1 topology and triangle budgets
One-material/1024 atlas workflow
Consistent UV and texture conventions
4-influence bone limit and a reusable skeleton structure
Deform-only bones separated from anything that can be handled through animation
Equipment integrated into the mesh without creating unnecessary geometry
Unreal import, LOD and animation settings tested at the actual gameplay camera distance
For a Total War-style battle, I’d also test the unit in a crowd, not just in the viewport. A model that looks excellent by itself can become unnecessarily expensive when dozens or hundreds are visible simultaneously.
Once the benchmark unit works, turn those decisions into a repeatable asset specification. That will make the jump from 1–2 units to 60+ much more predictable and prevent every artist from solving the same technical problems differently.
This is also the kind of game-art production workflow that studios such as Cobweb Games work around, so it may be useful as a reference if you’re comparing approaches to game asset production.