Quick Stylized Animal Sculpt for Mobile Game Assets
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You need a friendly or fierce animal character that’s optimized for mobile performance. I sculpt stylized creatures with clear, readable shapes and bright, clean textures that hold up on small screens. The focus is on a strong silhouette and charming details like big eyes, fluffy fur clumps or exaggerated claws, all while keeping the triangle count low. The delivery is a turnkey game asset: a single low-poly FBX file with UVs laid out, basic rigging for a simple idle animation if requested and 2K texture maps that include a color map and a simple normal map for a bit of depth. I also include the original Blender project file. This works well for hyper-casual game developers, educational app creators or anyone needing a batch of thematic animal assets quickly. The style is adaptable from simple geometric shapes to more detailed cartoon animals, but the priority is always a model that runs smoothly. I’ve produced assets for several published mobile titles where performance budgets are strict, so I understand how to make a model look good without blowing the polygon limit.
€25.00
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You need a friendly or fierce animal character that’s optimized for mobile performance. I sculpt stylized creatures with clear, readable shapes and bright, clean textures that hold up on small screens. The focus is on a strong silhouette and charming details like big eyes, fluffy fur clumps or exaggerated claws, all while keeping the triangle count low. The delivery is a turnkey game asset: a single low-poly FBX file with UVs laid out, basic rigging for a simple idle animation if requested and 2K texture maps that include a color map and a simple normal map for a bit of depth. I also include the original Blender project file. This works well for hyper-casual game developers, educational app creators or anyone needing a batch of thematic animal assets quickly. The style is adaptable from simple geometric shapes to more detailed cartoon animals, but the priority is always a model that runs smoothly. I’ve produced assets for several published mobile titles where performance budgets are strict, so I understand how to make a model look good without blowing the polygon limit.