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 effective channel usage and resolution management. 3. Trim Sheet & Modular Asset Texturing • Develop and maintain trim-sheet workflows for modu
📌 3D Texturing Artist (Gujarat)
🏢 Meril
📍 Gujarat