3D Character Modeler

3 weeks ago


Chennai India Imageloom Visual Effects Full time

Job Description 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). - 23 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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