AI-Inspired 3D Outdoor Gaming Environment -- 2

Замовник: AI | Опубліковано: 01.12.2025
Бюджет: 50 $

I need ALOT of AI-Inspired 3D Outdoor Gaming Environments ASAP! (DEADLINE FOR ALL PROJECTS IS BETWEEN 5 - 9 DAYS!) We have a TON of work for the right people ASAP!! IP Terms • All intellectual property rights to any materials (files, images, drawings, etc. regardless of format) uploaded by the Designer to Wildcat area shall remain the property of the Designer, except for third party intellectual property rights (if any) included in the Assignment. 1. Scenes should be created based on the reference images generated by AI. 2. Do not include any real-world company logos or brand names. Feel free to AI tools to generate logos. 3. If there are some illogical elements, they could be recreated according to your preference. 4. Text in 3d models should be logical and in English. AI struggles to generate text so make sure to correct mistakes or change text to your preference. We need you to create one unique 3D outdoor gaming environment. This must be an artist-created scene with a plausible, natural layout and feature—do not use scans, procedural generation, or let a single object dominate the scene. The scene should be interesting for gaming and ready for a top-down view. Crucially, do not reuse geometry from any other scenes, keeping this creation entirely unique. Deliverables Model file format Blender file (.blend) with packed textures inside blend file .fbx (binary) - Export only a single object (building, environment prop, or something else) in FBX format to reduce automation processing time. Texture file format .png Submittable files .zip archive, flat structure Scene general requirements Blender version 4.5.2 or later Render engine Eevee Scene Example LINK Please note that this model is provided strictly for reference purposes only. You are not allowed to copy, reuse, or recreate any part of this model’s content in your work. Units Metric, 1 Blender unit = 1 m Position Centered at the origin Scale Real world scale Render settings Enable Raytracing Use render settings to enhance the scene’s atmosphere by adding fog, haze, or similar environmental effects. These elements should help create a sense of depth, realism, and mood, making the environment feel more immersive and visually engaging. Camera The scene must include a camera and a spline path for it to follow. The camera’s movement should be animated along this spline, traveling through areas that represent walkable zones — places where players could naturally move within the environment. Camera should be placed at 180cm height from the ground. Branded content Branded content is not allowed in scene, only items with COO license are allowed Scene composition • The scene should represent a complete environment that includes all necessary elements — such as terrain, background, and surrounding context — to give a sense of depth, realism, and spatial completeness. It should feel like a cohesive world, not just a partial or cutaway view. • Realistic object placement • Proper scale relationships • No floating objects • Appropriate object density • Logical furniture/prop arrangements Scene organization All assets should be placed in Blender collections: • Buildings • Streets • Roads • Terrain • Vegetation • Vehicles • Props • Characters • Cameras • Lighting If some other categories are needed, then use short and Descriptive naming Do not include empty collections Scene optimization Use instancing for repeating assets (buildings, streetlights, trees) Scene lighting Option 1 Main lighting: One Sun lamp (directional) for daylight Ambient Light: Environment HDRI Option 2 Main lighting: Environment HDRI Additional lighting • Point • Spot • Area 3D Asset general requirements Scale Objects should represent accurate real-world proportions Keyframes No keyframes 3D Asset geometry Optimization Clean topology with as few polygons as possible while preserving shape Avoid excessive edge loops and unnecessary subdivisions Polygon density should be consistent and proportional to asset size/detail Topology Use quads where possible; triangles only where necessary Avoid long thin triangles and stretched polygons No n-gons No non-manifold geometry No duplicate faces No stray vertices Mesh Structure Single mesh object Normals must face outward; no inverted geometry No overlapping geometry Smoothing & Normals At least one smoothing group Correct smoothing groups should be applied Hard edges only where needed to define shape (where angle between faces is close to 90°) No shading artifacts visible Transforms Should be reset 3D Asset pivot points Ground-Mounted Assets The pivot must be placed at the center of the lowest contact point with the ground. Wall-Mounted Assets The pivot must be positioned at the mounting surface contact point where the object touches the wall. 3D Asset UV UV mapping Model UV unwrapped Similar UV islands could overlap UV channels UV seams UV seams in less visible areas UV padding 512 × 512 : 2 – 4 px 1024 × 1024 : 4 – 8 px 2048 × 2048 : 8 – 16 px 4096 × 4096 : 16 – 32 px 3D Asset materials As less materials as possible Each material should have separate texture set (amount of materials = amount of texture sets) Transparent parts should have separate materials 3D Asset textures Workflow PBR Metal/Rough workflow Tileable textures Tileable textures are allowed, especially for terrain Required textures: BaseColor (sRGB) Roughness (Linear) Metallic (Linear) Normal OpenGL (RGB) AO (Linear) Optional textures: Opacity (Linear) Emissive (sRGB) Resolution: Max 4096 x 4096 px Use the smallest possible texture resolution that still maintains sufficient quality Square textures only Dimensions must be a power of two UDIMs Not supported Scene & 3D Asset naming Scene file {UID}.blend {UID}.fbx Geometry SM_{Asset Name}_XX, XX - index, 01, 02, ..., 21, etc. {Asset Name} - short and descriptive name of the asset (Building, RoadSign, Car, etc.). First letter of each word should be capital XX - index, 01, 02, ..., 21, etc. Materials MI_{Material}_{XX} {Material} - Descriptive material name (plastic, Tree_01, Glass, Building_01, Building_02, etc.). First letter of each word should be capital XX - index, 01, 02, ..., 21, etc. Textures T_{Material Name}_{Texture Type}.png {Material Name} - Material name without MI_ prefix, but with index suffix {Texture Type} - BaseColor, Roughness, Metallic, Normal_OGL, AO, Opacity, Emissive Other Only ASCII characters allowed