3d Character Modeler

2 weeks ago


Erode, India Whatjobs IN C2 Full time

Type: Freelance / Remote Duration: Project-based Start: Immediate Create photoreal human characters for real-time use in Unreal Engine, owning the full pipeline from sculpting and modeling through retopology, UVs, and PBR texturing, and setting assets up in engine. Rigging is a plus; MetaHumans experience is a strong bonus. Responsibilities Build photoreal human characters (head-to-toe) with deformation-friendly topology, especially face/eyes/mouth/hands. Create PBR textures/shaders (skin, eyes, teeth, hair/fuzz, wardrobe) and set up material instances in UE (SSS, micro-detail, eye shading). Import and validate in Unreal (skeletal mesh, scale/orientation, sockets, LODs/Nanite strategy, collisions as needed). Prepare turntables and Sequencer previews; collaborate on notes and iterate efficiently. Optimize for real-time cinematics (shader complexity, texture budgets, streaming/VT). Must-haves Strong human character modeling portfolio (anatomy, facial topology, edge flow). In-engine Unreal captures/renders in your reel (wireframe, UVs, bakes, final). Solid sculpt, texture pipeline and PBR fundamentals. Comfortable troubleshooting imports/materials/LODs/Nanite directly in UE. Clear naming/versioning and source organization; familiarity with Git/LFS or Perforce. Nice to have Rigging/skin-weighting (especially faces) and Control Rig basics. MetaHumans: custom heads/bodies, Animator, or rig-compatibility workflows. Hair via Unreal Groom or high-quality hair cards; cloth/physics assets. ARKit/FACS-style corrective shapes; basic facial performance prep. Deliverables UE-ready character folder containing: skeletal mesh, UVs, LODs/Nanite settings, packed maps (e.G., ORM/RMA), material instances, optional groom/cards, and a simple UE showcase level (idle/turntable). Exchange formats as needed (FBX/GLTF/USDC) plus a short README (tris/map budgets, notes). How to apply Portfolio/reel link with photoreal humans shown in Unreal (required). 2–3 breakdowns, including face topology close-ups. A brief note on your workflow and typical turnaround per character. (Optional) Links to rigs, MetaHuman integrations, or Control Rig demos. Contract: Remote, paid per asset or weekly. Start: ASAP.


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