Creative 3D modeler with years of experience in Blender and Studio.
- 3D Modeling
- Blender
- Building
A Roblox modeler creates the individual assets that give a game its shape: props, buildings, vehicles, equipment and characters. A useful model must work inside Studio as well as in a portfolio render. Compare creators on the assets they have actually delivered and specify the technical requirements your builder, animator or scripter will need.
Creator-listed skills and introductions. Check availability and request a quote directly.
Creative 3D modeler with years of experience in Blender and Studio.
Versatile developer available for all types of Roblox projects.
Texture artist dedicated to high-quality game assets.
Creative 3D modeler with years of experience in Blender and Studio.
Creative 3D modeler with years of experience in Blender and Studio.
Versatile developer available for all types of Roblox projects.
Describe how close players will see the model, whether it moves, and whether it needs interaction or damage states. Include scale, style references and the number of unique assets or variations. A background prop, a first-person tool and a character have very different requirements. Share a representative place or reference measurements so the artist does not have to guess how the model fits your world.
A polished render can hide topology or import problems. Ask for a wireframe and an example of a similar asset in Studio. Discuss mesh complexity, material use and texture dimensions in relation to your device targets. If the model needs a rig, define joint placement and deformation requirements with your animator. Do not treat a low polygon count alone as proof that an asset will perform well.
Agree who imports the asset, configures its pivot and sets up collision. For a vehicle or tool, document attachment points and expected axes. Ask whether the delivery includes mesh files, textures, editable source and a ready-to-use Studio model. Confirm which dependencies are required and whether the creator is permitted to transfer them. A small import test can prevent surprises across a much larger asset batch.
For a larger set, start with one representative asset and review its silhouette, material style and technical setup. Record the naming rules and approved export settings before producing variations. Keep an asset inventory with version numbers and license information. At handoff, test size, appearance and collisions in the actual game so a visually consistent set also works for the people who must integrate it.
Send candidates the same scope, references, deadline and budget context. Ask each person to separate their estimate into deliverables and revision rounds. Confirm the currency and payment schedule; a percentage of future revenue is not the same as guaranteed cash. Public rates are set by creators and do not establish a platform-wide market price. Clarify what happens if priorities change before work starts.
Agree on ownership, permitted dependencies, handoff files and the person who accepts each milestone. Record changes in writing and keep copies of progress and decisions. Start with a manageable paid milestone instead of requesting a large unpaid test. Account badges and portfolio claims are useful context, but neither removes the need to review evidence and make your own hiring decision.
Yes. A single prop or a small themed set is a reasonable commission. Provide references, scale and technical requirements so the quote covers more than an attractive render.
Not always. Modeling, texturing, rigging and animation can be separate specialties. Specify which stages you need and who will test the finished asset in Studio.
Only if its license permits your intended use and any necessary transfer or upload. Ask for the license and keep a record of the source; a download link is not proof of permission.
Share the scope, ask about relevant work, and agree on a first milestone.