High-Fidelity 3D Digital Human Creation & Optimization for Three.js (Non-Stylized) 1. Project Overview We are looking for a high-level 3D Character Artist to create a realistic digital human for a web-based SaaS application. The goal is to develop a character based on reference photos and deliver a fully rigged, web-optimized model (.glb) capable of real-time lip-sync and procedural animations in Three.js. 2. Visual Style & Requirements (Anti-Cartoon Policy) IMPORTANT: We are NOT looking for a "game avatar," "stylized," or "cartoonish" look. The character must look like a real person on a video call. • Likeness: Create a female character (Age 35-40) based on provided reference images. • Skin: Must use photogrammetry-based textures. Avoid "plastic" or "oily" looks. We need subtle skin details (pores, fine lines) driven by high-quality Normal and Roughness maps that work well under Three.js PBR lighting. • Eyes: Must have realistic depth, corneal refraction, and wetness/specularity. "Dead eyes" are not acceptable. • Hair: Dark, professional hair. Must be implemented using Hair Cards (Alpha-tested) for a natural look that remains performant in WebGL. 3. Technical Specifications (The Pipeline) The preferred tool for creation is Character Creator 4 (CC4) with Headshot 2, but we are open to other professional pipelines (like MetaHuman) as long as the web optimization is perfect. • Format: Optimized .glb (GLTF). • Polycount: Target 30k – 45k triangles for the full body (must run at 60fps on mid-range mobile devices). • Materials: PBR workflow. Textures max 2K resolution. • Compression: Must be exported using Draco compression. • Rigging: Standard humanoid skeleton with full finger rigging for gestures. 4. Facial Animation & Lip-Sync (Critical) The model must be production-ready for real-time speech driven by external data (Azure TTS): • Blendshapes: Full set of 52 ARKit-standard Morph Targets (Shape Keys). • Accuracy: Visemes must be anatomically correct to ensure natural mouth movements during speech. • Hierarchy: Clean naming convention for all morph targets (no engine-specific prefixes like "CC_" or "Unreal_"). 5. Deliverables 1. Source Files: Original project files (CC4, Blender, or Maya). 2. Production Asset: Optimized .glb file with Draco compression. 3. Documentation: A mapping table/list of the Morph Targets included. 4. Verification: A simple Three.js boilerplate code or a link to a web viewer (like glTF-viewer) demonstrating the model with at least 3 facial expressions active. 6. Selection Criteria Please provide: • A link to your portfolio showing realistic digital humans (not stylized characters). • Examples of characters you have successfully optimized for Three.js or Babylon.js. • Briefly explain your process for converting high-fidelity skin textures to web-friendly PBR materials.