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3D Texturing Artist

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Onsite

3D Texturing Artist

Meril

3D Texturing Artist

Skills

RBlenderCompliance

2 months ago

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Important information


Contract type:

Permanent

Location:

Vapi, Gujarat, India

Work mode:

Onsite

Published on:

22 August 2026

What they need


Job Title: 3D Texturing Artist.

Department: Immersive Technologies.

Location: Vapi, Gujarat.

Reports To: XR Lead

Experience: 2–5 Years

Job Purpose:

To create high-quality, physically based (PBR) textures and technical art maps for a physics-driven robotic surgical training simulator built in Unity. The role will be responsible for texturing surgical instruments, medical devices, operating-room environments, metals, plastics, sterile surfaces, and organic tissues while maintaining consistent texel density, material quality, memory efficiency, and real-time rendering performance suitable for workstation GPU environments.

Key Responsibilities:

1. PBR Texturing & Material Creation

  • Create production-ready PBR textures for surgical instruments, medical devices, robotic components, operating-room environments, and organic assets.

  • Develop high-quality Albedo/Base Color, Normal, Metallic, Roughness/Smoothness, Ambient Occlusion, and other required texture maps.

  • Create realistic material definitions for metals, plastics, glass, rubber, ceramics, surgical surfaces, sterile materials, and biological/organic tissues.

  • Develop textures from 3D model and sculpt handoffs while preserving required surface details and visual fidelity.

  • Ensure physically accurate material response appropriate for real-time surgical simulation.

2. Channel-Packed Texture & Technical Art Workflows

  • Create and maintain channel-packed textures to optimize GPU memory and material performance.

  • Implement project-specific packing standards such as:

  • R = Metallic

  • G = Ambient Occlusion

  • A = Smoothness

  • • Ensure gloss/smoothness and roughness maps are correctly converted and exported according to the defined Unity pipeline.

  • • Validate packed textures for accuracy, consistency, and compatibility with Unity materials.

  • • Support optimization of texture memory through efficient channel usage and resolution management.

3. Trim Sheet & Modular Asset Texturing

  • Develop and maintain trim-sheet workflows for modular surgical instruments, robotic components, and environment asset families.

  • Create efficient UV layouts that maximize texture-space utilization.

  • Ensure consistent material appearance across assets using shared trim sheets and reusable texture libraries.

  • Support modular asset development while minimizing redundant texture memory and draw-call overhead.

4. UV Mapping & Texel Density Management

  • Create and optimize UV layouts using Maya, Blender, or equivalent tools.

  • Maintain consistent texel density across the complete asset library.

  • Ensure appropriate UV packing and utilization based on asset importance and camera visibility.

  • Support second UV channel creation for lightmap UVs where baked lighting is used.

  • Identify and resolve UV overlaps, stretching, distortion, seams, and inefficient texture-space utilization.

5. Substance Painter / Designer Workflow

  • Create production-ready textures using Substance Painter, Substance Designer, or equivalent PBR tools .

  • Build reusable Substance materials, procedural textures, and graphs for frequently used materials and asset families.

  • Generate textures from high-poly sculpt and low-poly model workflows.

  • Incorporate baked information such as curvature, cavity, AO, thickness, and other maps into material creation where required.

  • Maintain reusable and scalable material libraries for the simulation project.

6. Medical, Surgical & Organic Material Development

  • Develop realistic material definitions for surgical instruments, medical devices, operating-room surfaces, and organic tissues.

  • Create material variations for:

  • Stainless steel and surgical metals

  • Medical-grade plastics

  • Rubber and silicone

  • Glass

  • Sterile OR surfaces

  • Soft tissues

  • Anatomical structures

  • Other medical/surgical materials

  • • Work with clinical and visual SMEs where required to ensure appropriate representation of medical materials and surfaces.

  • • Support the development of realistic tissue characteristics including surface variation, subtle color variation, roughness, folds, wrinkles, and tension-related details.

7. Unity Look-Development & Validation

  • Validate materials and textures directly within Unity to ensure correct visual output and real-time performance.

  • Work closely with Look-Dev Artists, Technical Artists, Unity Developers, and Simulation Engineers to resolve material and rendering issues.

  • Verify correct interpretation of Normal, Metallic, Smoothness/Roughness, AO, and other texture maps within Unity.

  • Evaluate materials under different lighting conditions and camera distances relevant to surgical training scenarios.

  • Support optimization for workstation GPU budgets without compromising required visual quality.

8. Technical Art & Performance Optimization

  • Optimize texture resolution, compression, channel packing, material complexity, and texture memory usage.

  • Create instancing-friendly materials and reusable texture systems where required.

  • Support efficient texture workflows for modular environments and large asset libraries.

  • Identify performance bottlenecks related to textures and materials and recommend appropriate solutions.

  • Work with Technical Artists to maintain consistent rendering and material standards across the simulator.

9. Cross-Functional Collaboration

  • Work closely with 3D Modelers, Sculpting Artists, Look-Dev Artists, Technical Artists, Unity Developers, Simulation Engineers, and Clinical SMEs.

  • Receive and process asset handoffs from modeling and sculpting teams.

  • Collaborate with Look-Dev and Technical Art teams to establish and maintain material standards.

  • Participate in regular art pipeline reviews and production meetings.

  • Communicate texture quality issues, dependencies, and technical blockers proactively.

  • Explore new PBR, procedural texturing, technical-art, and real-time rendering techniques.

  • Contribute to improving texture production efficiency, material realism, and GPU performance.

  • Stay updated with emerging workflows in Substance, Unity, medical visualization, XR/VR/AR, gaming, and real-time simulation.

  • Contribute to the development of reusable material libraries and procedural workflows for future simulation projects.

Qualifications and Experience:

  • Diploma / Bachelor’s degree / equivalent qualification in 3D Design, Animation, Game Art, Multimedia, Visual Effects, Medical Visualization, or a related field.

  • 2–5 years of professional experience in 3D texturing, material creation, or PBR asset production.

  • Strong professional experience with Substance Painter and/or Substance Designer , or equivalent PBR texturing tools.

  • Proven experience creating and optimizing PBR textures for real-time applications.

  • Strong understanding of channel-packed textures and trim-sheet workflows.

  • Experience with UV mapping and maintaining consistent texel density.

  • Experience with high-poly to low-poly baking workflows.

  • Experience working with Unity or another real-time engine is preferred.

  • Experience working within a multi-artist production pipeline is preferred.

  • Experience in medical visualization, surgical simulation, gaming, XR/VR/AR, VFX, or digital-twin projects will be an added advantage.

Skills and Competencies:

  • Strong proficiency in Substance Painter and/or Substance Designer.

  • Strong understanding of PBR texturing and physically based material workflows.

  • Strong knowledge of Albedo/Base Color, Normal, Metallic, Roughness, Smoothness, AO, and other texture maps.

  • Strong understanding of channel packing and texture memory optimization.

  • Good understanding of trim-sheet workflows and modular asset texturing.

  • Strong UV mapping and texel density management skills.

  • Good understanding of high-poly / low-poly baking workflows.

  • Basic to intermediate proficiency in Maya and/or Blender for UV and asset preparation.

  • Understanding of Unity material and texture validation workflows.

  • Understanding of real-time rendering and GPU performance considerations.

  • Strong eye for material quality, surface realism, consistency, and detail.

  • Strong attention to naming conventions, file organization, and production standards.

  • Good communication and collaboration skills.

  • Ability to work effectively with artists, engineers, technical teams, and clinical SMEs.

  • Passion for immersive technologies, digital art, simulation, medical visualization, and healthcare innovation.

Key Performance Indicators (KPIs):

  • Quality and realism of PBR textures and materials created.

  • Accuracy and consistency of channel-packed texture outputs.

  • Compliance with project texel density, UV, texture resolution, and naming standards.

  • Quality and efficiency of trim-sheet and modular texturing workflows.

  • Successful Unity validation and visual consistency of materials.

  • Texture memory and GPU performance optimization.

  • Quality and usability of reusable Substance materials and texture libraries.

  • Successful handover of production-ready texture assets to Look-Dev and Unity teams.

  • Timely completion of assigned texturing activities.

  • Effective incorporation of artistic, technical, and clinical feedback.

  • Contribution to improving the visual quality and performance of the immersive surgical training simulator.

Portfolio Requirement:

  • Candidates must submit a professional portfolio demonstrating strong PBR texturing and material creation capabilities.

  • Portfolio should preferably include:

  • PBR texture breakdowns

  • Packed texture examples

  • Trim-sheet layouts

  • UV layouts and texel density examples

  • High-poly to low-poly baking examples

  • Surgical/medical materials where available

  • Metal, plastic, glass, rubber, and organic materials

  • Unity or other real-time engine examples

  • Substance Painter/Designer work

  • Real-time optimized assets

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