I will create, edit and port 3d sfm model, sfm rigging, source filmmaker model, garry

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ericwrigh
E
ericwrigh
Eric W

About this gig

Hello glad to have you here


In Source Filmmaker, a character is only as good as their facial expressions. I don't just port models; I engineer high-performance cinematic assets specifically built for SFMs spotlight. I specialize in creating fully rigged characters with advanced facial morphology (Flexes) that allow for realistic smiling, screaming, and eye darting.

Unlike GMod models, SFM models need to look flawless in 4K close-ups. I use high-poly sculpting and custom normal maps to ensure your character holds up under dramatic lighting. Whether you need an original OC, a realistic human, or a stylized creature, I build the rig so animators can easily pose fingers, toes, and every muscle in the face.


What I Need From You:

  • Front, Side, and Back reference images (or concept art).
  • Preferred body proportions (Slim, Muscular, Exaggerated, Realistic).
  • Specific facial expressions needed (e.g., "Angry yell" or "Sad frown").


Requirements:

  • PLEASE message me first before ordering! SFM projects vary wildly in complexity, and I want to ensure I give you an accurate timeline.
  • Provide clear reference sheets. A front/back orthographic view is mandatory for accurate modeling.


Thanks.


Delivery style preference

Please inform the freelancer of any preferences or concerns regarding the use of AI tools in the completion and/or delivery of your order.

Get to know Eric W

Eric W

3D Potential expert

  • FromUnited States
  • Member sinceMay 2024
  • Avg. response time4 hours
  • Languages

    English, German, French, Spanish, Esperanto
I am a 3D character modeler focused on the intersection of high-end realism and interactive game design. My primary medium is character creation for Garry’s Mod, a process that allows me to combine the technical rigor of game development with the artistic freedom of digital sculpting. Workflow: I begin with high-poly sculpting (ZBrush/Blender) to catch the organic nuance of the character, followed by a careful retopology process to ensure efficiency for the Source Engine. I rely heavily on advanced PBR texturing for realistic surfaces, but my true specialty lies in rigging and facial flexes.