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3D Character Modeler

3D Character Modeler

Imageloom Visual Effectsanand, India
22 hours ago
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).
  • 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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    3D Modeler • anand, India

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