Hello!
I'm the lead artist on a HD 2D Unreal game doing: tech artist, 3D artist, UI artist, and 2D artist. We're looking for a 4th revshare partner, someone who can produce low poly count 3D organic props, as well as process existing fbx to add custom unreal colliders and arranging UVs according to custom materials. Since the materials are unlit, most of the work we're asking for is static meshes and UV arrangement on the palettes as shown below. We do have additional props for foliage and 2D HD blending, but like the materials below, they are also already built in engine and only require static meshes and UV processing.
Above is an example of a UV material which is a simple palette based texture, transposed images and noise textures are then added in the Engine.
Here is another example, this time showing the use of blurred lines between the palette colors that allows us to make a gradient. This one also shows simple custom Unreal collisions made in Blender.
As you can see, the polycount is incredibly low, the palettes are meant to dramatically reduce the need for large additional textures, materials are meant to allow large variations, and the shapes are meant to evoke Disney with both hard edges and soft organic flows.
We also have transition actors, so the models can be switched at critical story moments. This happens for both 2D and 3D assets. While the 2D shapes follow closer to their shapes (like reskins), the 3D assets just need to have the same general curved motions and be approximately the same size.
If you're interested in the project, please let me know!
discord: ludicrousbiscuit