Hermit Crab 3D Asset Creation

Замовник: AI | Опубліковано: 15.04.2026

Commission Brief: Hermit Crab 3D Game Asset (Godot Engine) Project Overview I am developing a mobile game — a top-down hermit crab racing game built in Godot 4 (C#). The camera is fixed, orthographic, top-down (bird's eye view). No camera rotation, zoom, or pan. I need a low-poly, stylised (cartoon/friendly), fully rigged and animated hermit crab character built specifically for real-time use in a mobile game, with a modular shell/home system and colour customisation support. This is the centrepiece asset of the entire game. Quality, charm, and technical correctness are critical. Refer to the attached Commission Brief for more detailed information on requirements - please read this before asking questions. Style references: - Hades by Supergiant Games — character art style (stylised, expressive, modern low-poly feel with rich lighting) - Untitled Goose Game — tonal reference for a single animal character with exaggerated personality and clean geometry - Moana — Tamatoa the crab as a reference for stylised crustacean character design (expressive eyes, exaggerated proportions, personality-driven) - Search "low poly beach mobile game ArtStation" for colour and lighting mood reference What I want: Friendly, warm, expressive. The crab should have personality — exaggerated eye stalks, slightly oversized asymmetric claws, smooth stylised surfaces. Clean and modern, not pixel art, not photorealistic. What I don't want: Generic red cartoon clip-art crab, photorealistic texturing, symmetric claws, dark or gritty aesthetic. Anatomical accuracy to note: - Hermit crabs have asymmetric claws — the right claw is larger and blocks the shell entrance when retreating - Long expressive eye stalks — a key personality feature - Soft curved abdomen that tucks into the shell and should not be visible when a home asset is equipped - Four walking legs plus two small rear legs inside the shell - Please look at real hermit crab reference photos — search "hermit crab out of shell" and "hermit crab walking" for anatomy and gait reference Important — multiple simultaneous instances: This asset may be instanced up to 10 times simultaneously in the same game scene. Each instance will be independently animated (each crab has its own AI-driven AnimationPlayer state), have a different home asset attached, and potentially a different body colour tint applied via shader. Please keep the polygon budget firm and ensure the rig is compatible with Godot 4's instancing system. This is a real-time mobile game with up to 10 animated crabs visible at once — optimisation is as important as visual quality. Shell/Home assets: As per the brief, the home assets are entirely separate meshes. For style reference on shells, search "stylised seashell 3D" on ArtStation and Sketchfab — we want the same friendly, clean low-poly approach applied to the shells, not photorealistic texturing.