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Bora U.

Bora U.

3D & Live2D Rigger & Animator | Maya, Blender, mGear, Cubism

I rig and animate characters in Blender, Maya and Live2D Cubism — 3D characters, including the non-humanoid ones that auto-riggers break on, and 2D avatars for VTube Studio. Most of my work is characters that don't fit a standard humanoid skeleton: animals, creatures, stylized props with limbs. Recently I rigged and animated a low-poly bird for an animation series in production — an 8-bone armature with separately driven wingtips, weight painting solved by hand so the wings fold through a narrow opening without pinching, and a full flight cycle on top of it, reviewed frame by frame. On the 2D side, I rig Live2D Cubism models for VTube Studio. My current client is a streamer with an AI squadmate avatar: I rigged the head, face, lip sync, beard physics, breathing and idle, then extended the arms below the original crop of the artwork and gave each arm its own layer and parameter so it moves independently of the body. Every build is tested in VTube Studio itself, not only in the editor. What I do: • Character rigs in Blender — custom control rigs, Rigify components where they actually fit, weight painting by hand rather than automatic weights • Facial rigging — eyelids that ride on the eyeball instead of intersecting it, lip corners that hold their shape through a smile, brows that move the skin with them. I learned this in Maya with mGear (eyelid, lips and eyebrow riggers) and build the same behaviour in Blender with bone chains on the lid and lip lines plus shape keys • Live2D Cubism rigging for VTube Studio — art prep and fixes, deformers and parameters, lip sync (Mouth Open / Mouth Form), physics, idle motions, packaged and tested in VTube Studio • Non-humanoid and creature rigs — animals, birds, anything a humanoid metarig will not fit • Character animation — walk, run and flight cycles, and acted shots • Stylized low-poly game assets — modelling, UVs, lighting and rendering in Blender and Cycles • Cleaning up scanned or AI-generated meshes so they can actually deform: edge loops at the joints, non-manifold geometry, interior faces, separated eyes I build rigs for the animator who has to use them, not just for the render: named and organised controls, predictable behaviour, no surprises three shots in. Tell me what the character has to do, and I will tell you honestly whether I am the right person for it before you hire me.

🇹🇷Istanbul, Turkey$30/hr100% JSS5.00 (1)Since Sep 2018

Earnings and projects

MRR
$194

Last 6 months ÷ 6

World#114,556 / 412k
🇹🇷Country#818 / 3,515
Revenue, last 30 days
$0

Last 6 months: $1.2k

Total earnings
$1.4k
World#364,898 / 412k
🇹🇷Country#3,118 / 3,515
Per project
$350

$387 in the last 6 months

World#216,659 / 412k
🇹🇷Country#1,944 / 3,515
Projects, last 6 months
3

Across 6 contracts

100% fixed0% hourly
World#66,479 / 412k
🇹🇷Country#493 / 3,515
Projects in all
4

Across 7 contracts

100% fixed0% hourly
World#283,741 / 412k
🇹🇷Country#2,470 / 3,515

Earnings, last 30 days

$1.4kNothing earned in the last 30 daysBilled in all, before Upwork's fee · drag across the chart to see what was earned in any stretch
$1,380$1,400$1,420$1,440Oct 8Oct 23Nov 7

Skill rankings: Top 19% in Autodesk Maya

Ranked by MRR among everyone on Upwork with the skill.

  1. #42Low Poly138 freelancers · 🇹🇷 #1Top 30%
  2. #86Avatar163 freelancers · 🇹🇷 #1Top 53%
  3. #2253D Rigging887 freelancers · 🇹🇷 #8Top 25%
  4. #2633D Game Art1,115 freelancers · 🇹🇷 #14Top 24%
  5. #282Autodesk Maya1,468 freelancers · 🇹🇷 #11Top 19%
  6. #345Game Art1,217 freelancers · 🇹🇷 #10Top 28%
  7. #400Character Animation1,518 freelancers · 🇹🇷 #8Top 26%
  8. #1,010Blender3,915 freelancers · 🇹🇷 #42Top 26%