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.