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 effective 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.
- Robust 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.
- Valuable 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
📌 3D Texturing Artist (Vapi)
🏢 Meril
📍 Vapi