3D Character Modeler

3 weeks ago


Chennai, India Imageloom Visual Effects Full time

Type: Freelance / RemoteDuration: Project-basedStart: ImmediateCreate 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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