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Fixed-camera 3D scene in [login to view URL]: building, mountain environment, and a sun that moves with time (Android) I'm building a home-screen scene for an Android app. The camera never moves. A domed building sits on a rocky rise with a path to it, a flat-topped mountain behind, mist in the valleys and autumn trees below, exactly as in the single reference image attached. The only thing that changes is the sun: it moves continuously across the sky as the user drags a finger, casting real shadows, and settles at six moments of the day (dawn, sunrise, noon, afternoon, sunset, night). This is not arch-viz: no orbit controls, no still renders as the deliverable. It has to run smoothly on a phone. What I provide The building as a .glb (geometry and colour texture; materials may need a PBR pass, see below) One reference image. It is the target for composition, environment, colour and mood. The scene, viewed from the fixed camera at sunset, should match it as closely as possible. Sun angles and times for each of the six stops as JSON What you build Environment: the rocky outcrop, path, the flat-topped mountain and ranges behind with distance haze, valley mist, and the trees in the foreground, recreating the reference composition in portrait 9:16 with the building centred. Assets in glTF, sourced or built by you. Sun and sky: a physically based sky with a visible sun disc and glow, driven by one function setTime(hours). Sky colour, sun colour, shadows, fog, mist brightness and exposure all follow the sun's altitude. Stars and window glow appear at night. No keyframed images, no crossfades: everything derives from the sun position so dragging at any speed is smooth. Post-processing that reproduces the reference style at sunset: bloom, colour grade, fog, vignette, film-like tone mapping. The other five stops are then judged on physical plausibility and beauty: same scene, same style, different sun. Building materials: roughness, normal and emissive (windows, balconies, entrance) so it responds to the sun and glows at night. If this isn't your skill, say so; I can source it separately. Constraints Android WebView, 60 fps on a mid-range phone (e.g. a 2023 Snapdragon 7-series), under 200 MB memory Under 500k triangles total, textures 2K max, under 40 MB of assets Renders correctly when the viewport is resized to a small floating window and back Render loop can be paused and resumed Deliverables [login to view URL] source with clean structure, plus all glTF assets and textures A JSON of the six stops (sun angle, sky and post settings) so I can tweak without code A screen recording from a real Android phone: full drag from dawn to night, slow and fast, plus a resize Six screenshots, one per stop; the sunset one placed next to the reference image Milestones Building + sky + sun moving with shadows on a flat ground, recorded on a phone Environment built and composed to match the reference Post-processing and the sunset match, then the other five stops To apply Send one link to a live WebGL scene you built (not images), and one sentence on how you'd make the sky follow the sun. Applications without a live link won't be read.
Project ID: 40685664
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Hi, The main challenge here is not moving a directional light. It is making the whole scene respond coherently to solar altitude while staying inside Android WebView performance and memory limits. I would keep one `setTime(hours)` source of truth that converts time into sun altitude/azimuth, then drives the sun light, sky scattering, fog/mist brightness, exposure, emissive windows and post settings continuously. No image crossfades or keyframed lighting. I would build the environment around the fixed 9:16 camera so geometry is spent only where it contributes to the final composition, with instanced vegetation, LOD where useful, compressed glTF/textures and a deliberately lightweight post stack. I would validate every milestone on a real Android device, including slow/fast time dragging, resize, pause/resume and memory stability. I can start immediately after award once the GLB, reference image and six-stop JSON are available.
$750 USD in 14 days
5.3
5.3

Your vision for the 3D scene is impressive and captures a striking atmosphere. I see the challenge in ensuring the sun moves smoothly while casting real shadows, all within tight performance constraints on Android. If the scene isn't optimized correctly, it could lead to lag or crashes, which would hurt user experience and retention. I'd start by focusing on the sun's movement and sky dynamics first, as they are crucial for achieving that immersive feel. Implementing a robust function to manage the sun's position and related effects will ensure smooth transitions and beautiful aesthetics. This will help maintain the scene's integrity across all six times of day. I've built similar interactive environments before and always include revisions as part of my process to refine the final product. Do you want to explore the possibility of us getting this sorted together? I’m happy to provide a free consultation, no obligation.
$350 USD in 7 days
3.6
3.6

You want your phone home screen to match that sunset picture, with a sun you drag through the day and real shadows. I can start right now. In 24 to 48 hours you get a live sample of your scene: your building on the rise, the mountain behind, and a finger-drag sun already casting shadows. The hard part is matching your picture on a phone without stutter. We lock that look first, then finish the path, mist, trees, and the six day-night stops. Share the building file, the picture, and the sun times so I can start the sample today?
$400 USD in 3 days
2.3
2.3

Hello The hardest part is usually aligning data quality, evaluation, and production monitoring with real-world latency and compliance constraints. Integration with existing systems and clear ground truth often drive most of the early risk. What does the current stack look like for ingestion and deployment? Are there SLAs or compliance boundaries I should plan around? Is the work batch-only or does it require real-time inference? Looking forward to learning more about the architecture.
$515 USD in 7 days
0.0
0.0

The fixed-camera setup can bottleneck performance if not optimized for mobile, especially with dynamic sun movements and shadows. Because my background bridges full-stack web development, backend automation, and data optimization... I make sure whatever piece I build for you perfectly aligns with your overall business goals. You can view my profile portfolio items, which showcase a strategic mix of my own proprietary builds alongside licensed core frameworks deployed to demonstrate my technical execution capabilities. How do you envision the asset distribution for the environment and building materials? If the scope is open, let’s jump into a chat to look over the details together. Worst-case scenario? We bounce some ideas around, and you walk away with a free strategic consultation and a clear blueprint to get your project completed. Talk soon, Lee-Roy
$350 USD in 7 days
0.0
0.0

The sunset reference makes the target much clearer. I’d preserve that fixed portrait composition: centered building on the rocky rise, large mesa behind it, layered mountain silhouettes, foreground vegetation and mist separating each depth layer. For lighting, setTime(hours) would drive one continuous system rather than six disconnected presets. Sun position would control directional light, sky colour/scattering, exposure, fog, material response and night emissives. For the sunset specifically, I’d match the warm light coming from the right while keeping the building relatively cool, then use atmospheric perspective to soften and warm the distant mountains toward the horizon. I’d establish the camera, building and sun/shadow setup on the Android target first, then add optimized terrain, vegetation and lightweight mist while staying inside the triangle, texture and memory limits. Are the building GLB materials already separated for the domes, facade, windows and entrance lighting?
$650 USD in 12 days
0.0
0.0

Jeddah, Canada
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