Freelancers using Blender in Manchester
Freelancers using Blender in Manchester
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Michael Ugwuzor
pro
Manchester, UK
Motion for AI, SaaS & Fintech || michaelcxt@gmail.com
$25k+
Earned
8x
Hired
5.0
Rating
133
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Motion for AI, SaaS & Fintech || michaelcxt@gmail.com
3
Shopify 3D Ad - YouTube
3
61
4
Quickteller 3D Animation
4
25
1
Chime Bank 3D Animation | Fintech App & Card Overview (Made in …
1
34
2
Discover PayPal’s Payment Flexibility | 3D Animation in Blender…
2
15
Blender
(8)
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Benedict Hounslow
pro
Manchester, UK
Freelance Graphics and Motion Designer
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Freelance Graphics and Motion Designer
0
MY PASSION FOR ANIMATION
0
194
8
MY WORK IN 3D
8
190
0
TOGETHER DEMENTIA SUPPORT
0
72
0
TDS - CHRISTMAS AT THE CATHEDRAL
0
46
Blender
(4)
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Jesse Tomi
Manchester, UK
2D/3D Motion Designer & Animator for hire ✨
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2D/3D Motion Designer & Animator for hire ✨
0
NODE XR Venue
0
4
0
Dance Naija Full Episode
0
1
0
Art & NFTs
0
9
0
Final PSWAP on Vimeo
0
6
Blender
(10)
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Omar Cufari
Manchester, UK
Expert in Product Renders and Animations
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Expert in Product Renders and Animations
2
3D Luxury Watch Visualization | RnD Project
2
17
0
Full 3D Product Visualization | B&O Headphones
0
12
0
3D Furniture Visualization | SPIN CHAIR
0
11
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Blender
(3)
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Chidiebube Dim
Salford, UK
Art director creating impactful designs for businesses
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Art director creating impactful designs for businesses
0
Typography Vol 1.
0
0
0
Amaeya - Like A Flower EP Art Direction
0
0
0
GIRAN Packaging Design
0
0
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(3)
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Martha Rose
Manchester, UK
Immersive Brand and Web Design
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Immersive Brand and Web Design
1
Hommage Brand & Web Design
1
17
1
Retro Brand Identity for Kiarra Soleil
1
7
1
Futuristic Visual Identity for a Visionary Agency
1
6
0
Eat Your Words Website
0
6
Blender
(1)
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Muhammad Talal
pro
Manchester, UK
Building next-gen Interactive experiences
10
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Building next-gen Interactive experiences
16
I worked on a multiplayer VR Search & Rescue simulation. I built the online stack in Unreal using Epic Online Services (EOSOnlineSubsystem) and Vivox voice chat, handled session creation + server/client synchronization, and delivered key VR interactions (grabbing/manipulation) plus traversal systems like vehicles and real-world terrain streaming with Cesium to support realistic rescue missions.
16
252
1
Built a Collab Viewer style toolset inside the UE5.5 project and made it reliable for dedicated-server multiplayer. I migrated/merged the Collab architecture into a my project (GameMode, PlayerController, Pawns, PlayerState), fixed reference/compile issues, and wired the tools to our custom UI for both First Person and Orbit pawns. Key work included replication/RPC cleanup so tools work over a server, plus integrating tools like annotations (text, paint and erase), transform, Datasmith runtime loading (replicated so one client’s load appears for others), measuring/dimension tool (place/edit/delete and unit switching), and bookmarks (place, list UI and teleport with rotation). A network-ready collaboration layer in custom with UI-driven workflows and server-validated replication, ready for packaging/testing and ongoing polish
1
1
117
3
Terrain Importer for Unreal Engine (Python + Custom UE Plugin) I built an end-to-end terrain importer that converts raw terrain dataset files into fully usable Unreal Engine landscapes automatically. Before this, importing and setting up ~45 landscape tiles in Unreal could take ~60 minutes and was easy to mess up. I wanted a fast, repeatable pipeline. It allows: Python reads the dataset and generates Unreal-ready .r16 heightmaps Python automation creates a new Unreal project and imports the heightmaps Custom UE plugin (C++) builds Landscapes from the imported heightmaps and places them correctly in the level Foliage: automatically placed across the terrain The workflow reduce from ~60 minutes to ~5 minutes for ~45 landscapes (~12× faster) and made it deterministic and repeatable ideal when terrain needs frequent regeneration.
1
3
136
20
I worked on Sand Bullet (Unity 3D) a top-down shooter indie title and owned the full development cycle from early concept to final deployment. I built the core tech including enemy AI, a flexible weapon system, and in-game power-ups, then pushed it through release on Steam, where it picked up real user traction and feedback that helped shape polish and iteration.
2
20
283
Blender
(1)
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Thomas Walker
Manchester, UK
Results-driven Digital Marketer
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Results-driven Digital Marketer
0
TOY BOX (final).mp4
0
5
0
Digital Marketing Strategy for Small Business
0
10
0
Hilditch & Key
0
5
0
PPC Ads Lead Generation Success Story
0
12
Blender
(1)
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