Posted:6 days ago| Platform: Linkedin logo

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Remote

Job Type

Contractual

Job Description

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Duration:

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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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