21 Aug
|
Nevrio Technology Services
|
Zirakpur
21 Aug
Nevrio Technology Services
Zirakpur
About the role
You will build the anatomy that our simulators run on. Every organ, vessel, bone and tissue layer a learner sees and interacts with comes out of this seat - modelled to be anatomically defensible, textured to look like tissue rather than plastic, and optimised to run at headset framerates. This is not general-purpose game art; accuracy is a hard constraint, and you will be reviewed by clinicians as often as by artists.
What you'll do
- Model anatomically accurate assets - skeletal, muscular, vascular, neural and visceral systems - for use in real-time simulation and VR/AR training modules.
- Work from clinical source data: convert segmented CT/MRI (DICOM) output into clean, watertight, production-ready meshes.
- Handle the full asset pipeline: high-poly sculpt → retopology → UV unwrap → bake → PBR texturing → LODs → engine integration.
- Optimise aggressively for standalone VR headsets and mid-range GPUs — poly budgets, draw calls, texture atlasing, shader cost.
- Rig and animate anatomical motion: cardiac cycle, respiration, peristalsis, joint articulation, soft-tissue deformation.
- Author cross-sections, cutaway views and layer-peel states so learners can explore structures in depth.
- Validate anatomy against standard references and clinical advisor feedback, and iterate until it holds up to expert scrutiny.
- Maintain naming conventions, scene hygiene and a reusable asset library across projects.
Must have
- 2–4 years producing 3D assets for real-time engines (Unity or Unreal), with a portfolio that demonstrates it.
- Strong command of Maya and/or Blender — either is fine, both is better.
- ZBrush,
Mudbox or Blender's sculpt mode for organic sculpting.
- PBR texturing in Substance Painter/Designer; confident with bakes, normal maps and material authoring.
- Solid retopology and UV skills - you can take a 20M-poly sculpt to a clean game-ready mesh without losing form.
- Working understanding of human anatomy, or clear evidence you can learn it quick and take correction from clinicians.
- Demonstrated ability to model realistic human form - proportion, muscle definition, skin and soft-tissue believability.
- Comfort with real-time performance constraints: LODs, texture budgets, optimisation for mobile-class VR hardware.
Strongly preferred
- Prior work on realistic human bodies — anatomy, characters, figure or organic modelling, clearly visible in the portfolio.
- Experience in the medical, healthcare or scientific visualisation field — medical animation, anatomy apps, surgical visualisation, health-tech or similar.
Nice to have
- Experience with DICOM segmentation tools - 3D Slicer, Materialise Mimics, or similar.
- Rigging and skinning experience; familiarity with blendshapes and morph targets.
- Shader authoring (Shader Graph, HLSL) for subsurface scattering, wetness, translucency.
- Houdini for procedural work; Marmoset Toolbag for look-dev and portfolio renders.
- Basic scripting (Python for Blender/Maya) to automate repetitive pipeline steps.
Application requirements A portfolio or showreel is mandatory. Include at least one organic/character or anatomical piece with wireframes and texture breakdowns visible. Tell us which parts were yours if the work was collaborative. Pay: ₹15,000.00 - ₹40,000.00 per month
Work Location: In person
📌 3D Artist (Zirakpur)
🏢 Nevrio Technology Services
📍 Zirakpur