3D Texturing Artist

Meril

Vapi

On-site

INR 600,000 - 1,200,000

Full time

14 days+
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Job summary

Meril in Vapi, Gujarat, seeks a skilled 3D Texturing Artist to craft high-quality PBR textures for a Unity-based surgical training simulator. You will texture surgical instruments, medical devices, and environments with a focus on texel density, memory efficiency, and real-time performance.

Key tasks include channel-packed textures, trim-sheet workflows, UV mapping, and Substance Painter/Designer-based material creation, collaborating with XR/Immersive teams to deliver realistic medical visuals.

Qualifications

  • 2–5 years of professional experience in 3D texturing or PBR asset production.
  • Proficient with Substance Painter/Designer for real-time materials.
  • Strong understanding of texel density, UVs, and channel packing.

Responsibilities

  • Create production-ready PBR textures for surgical instruments, devices, and environments.
  • Develop Albedo/Base Color, Normal, Metallic, Roughness, AO maps and other textures.
  • Implement channel-packed textures to optimize GPU memory.
  • Develop trim-sheet workflows for modular assets and look-dev consistency.
  • Maintain UV layouts and texel density across asset libraries.
  • Validate materials in Unity and coordinate with Look-Dev and Tech Art teams.

Skills

PBR texturing
Texel density
UV mapping
Channel packing
Real-time rendering

Education

Bachelor’s degree or equivalent in 3D/Art

Tools

Substance Painter
Substance Designer
Maya
Blender
Unity

Job description

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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