Job Description
Job Title: 3D Texturing Artist.
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Department: Immersive Technologies.
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Location: Vapi, Gujarat.
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Reports To: XR Lead
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Experience: 2–5 Years
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Job Purpose:
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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.
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Key Responsibilities:
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1. PBR Texturing & Material Creation
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• Create production-ready PBR textures for surgical instruments, medical devices, robotic components, operating-room environments, and organic assets.
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• Develop high-quality Albedo/Base Color, Normal, Metallic, Roughness/Smoothness, Ambient Occlusion, and other required texture maps.
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• Create realistic material definitions for metals, plastics, glass, rubber, ceramics, surgical surfaces, sterile materials, and biological/organic tissues.
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• Develop textures from 3D model and sculpt handoffs while preserving required surface details and visual fidelity.
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• Ensure physically accurate material response appropriate for real-time surgical simulation.
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2. Channel-Packed Texture & Technical Art Workflows
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• Create and maintain channel-packed textures to optimize GPU memory and material performance.
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• Implement project-specific packing standards such as:
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- R = Metallic
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- G = Ambient Occlusion
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- A = Smoothness
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- • Ensure gloss/smoothness and roughness maps are correctly converted and exported according to the defined Unity pipeline.
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- • Validate packed textures for accuracy, consistency, and compatibility with Unity materials.
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- • Support optimization of texture memory through efficient channel usage and resolution management.
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3. Trim Sheet & Modular Asset Texturing
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• Develop and maintain trim-sheet workflows for modular surgical instruments, robotic components, and environment asset families.
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• Create efficient UV layouts that maximize texture-space utilization.
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• Ensure consistent material appearance across assets using shared trim sheets and reusable texture libraries.
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• Support modular asset development while minimizing redundant texture memory and draw-call overhead.
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4. UV Mapping & Texel Density Management
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• Create and optimize UV layouts using Maya, Blender, or equivalent tools.
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• Maintain consistent texel density across the complete asset library.
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• Ensure appropriate UV packing and utilization based on asset importance and camera visibility.
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• Support second UV channel creation for lightmap UVs where baked lighting is used.
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• Identify and resolve UV overlaps, stretching, distortion, seams, and inefficient texture-space utilization.
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5. Substance Painter / Designer Workflow
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• Create production-ready textures using Substance Painter, Substance Designer, or equivalent PBR tools .
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• Build reusable Substance materials, procedural textures, and graphs for frequently used materials and asset families.
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• Generate textures from high-poly sculpt and low-poly model workflows.
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• Incorporate baked information such as curvature, cavity, AO, thickness, and other maps into material creation where required.
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• Maintain reusable and scalable material libraries for the simulation project.
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6. Medical,
Surgical & Organic Material Development
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• Develop realistic material definitions for surgical instruments, medical devices, operating-room surfaces, and organic tissues.
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• Create material variations for:
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- Stainless steel and surgical metals
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- Medical-grade plastics
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- Rubber and silicone
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- Glass
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- Sterile OR surfaces
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- Soft tissues
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- Anatomical structures
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- Other medical/surgical materials
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- • Work with clinical and visual SMEs where required to ensure appropriate representation of medical materials and surfaces.
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- • Support the development of realistic tissue characteristics including surface variation, subtle color variation, roughness, folds, wrinkles, and tension-related details.
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7. Unity Look-Development & Validation
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• Validate materials and textures directly within Unity to ensure correct visual output and real-time performance.
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• Work closely with Look-Dev Artists, Technical Artists, Unity Developers, and Simulation Engineers to resolve material and rendering issues.
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• Verify correct interpretation of Normal, Metallic, Smoothness/Roughness, AO, and other texture maps within Unity.
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• Evaluate materials under different lighting conditions and camera distances relevant to surgical training scenarios.
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• Support optimization for workstation GPU budgets without compromising required visual quality.
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8. Technical Art & Performance Optimization
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• Optimize texture resolution, compression, channel packing, material complexity, and texture memory usage.
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• Create instancing-friendly materials and reusable texture systems where required.
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• Support productive texture workflows for modular environments and large asset libraries.
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• Identify performance bottlenecks related to textures and materials and recommend appropriate solutions.
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• Work with Technical Artists to maintain consistent rendering and material standards across the simulator.
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9. Cross-Functional Collaboration
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• Work closely with 3D Modelers, Sculpting Artists, Look-Dev Artists, Technical Artists, Unity Developers, Simulation Engineers, and Clinical SMEs.
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• Receive and process asset handoffs from modeling and sculpting teams.
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• Collaborate with Look-Dev and Technical Art teams to establish and maintain material standards.
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• Participate in regular art pipeline reviews and production meetings.
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• Communicate texture quality issues, dependencies, and technical blockers proactively.
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• Explore new PBR, procedural texturing, technical-art, and real-time rendering techniques.
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• Contribute to improving texture production efficiency, material realism, and GPU performance.
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• Stay updated with emerging workflows in Substance, Unity, medical visualization, XR/VR/AR, gaming, and real-time simulation.
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• Contribute to the development of reusable material libraries and procedural workflows for future simulation projects.
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Qualifications and Experience:
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• Diploma / Bachelor’s degree / equivalent qualification in 3D Design, Animation, Game Art, Multimedia, Visual Effects, Medical Visualization, or a related field.
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• 2–5 years of professional experience in 3D texturing, material creation, or PBR asset production.
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• Strong professional experience with Substance Painter and/or Substance Designer , or equivalent PBR texturing tools.
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• Proven experience creating and optimizing PBR textures for real-time applications.
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• Strong understanding of channel-packed textures and trim-sheet workflows.
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• Experience with UV mapping and maintaining consistent texel density.
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• Experience with high-poly to low-poly baking workflows.
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• Experience working with Unity or another real-time engine is preferred.
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• Experience working within a multi-artist production pipeline is preferred.
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• Experience in medical visualization, surgical simulation, gaming, XR/VR/AR, VFX, or digital-twin projects will be an added advantage.
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Skills and Competencies:
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• Strong proficiency in Substance Painter and/or Substance Designer.
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• Strong understanding of PBR texturing and physically based material workflows.
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• Strong knowledge of Albedo/Base Color, Normal, Metallic, Roughness, Smoothness, AO, and other texture maps.
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• Strong understanding of channel packing and texture memory optimization.
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• Good understanding of trim-sheet workflows and modular asset texturing.
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• Strong UV mapping and texel density management skills.
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• Good understanding of high-poly / low-poly baking workflows.
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• Basic to intermediate proficiency in Maya and/or Blender for UV and asset preparation.
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• Understanding of Unity material and texture validation workflows.
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• Understanding of real-time rendering and GPU performance considerations.
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• Strong eye for material quality, surface realism, consistency, and detail.
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• Solid attention to naming conventions, file organization, and production standards.
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• Good communication and collaboration skills.
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• Ability to work effectively with artists, engineers, technical teams, and clinical SMEs.
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• Passion for immersive technologies, digital art, simulation, medical visualization, and healthcare innovation.
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Key Performance Indicators (KPIs):
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• Quality and realism of PBR textures and materials created.
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• Accuracy and consistency of channel-packed texture outputs.
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• Compliance with project texel density, UV, texture resolution, and naming standards.
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• Quality and efficiency of trim-sheet and modular texturing workflows.
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• Successful Unity validation and visual consistency of materials.
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• Texture memory and GPU performance optimization.
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• Quality and usability of reusable Substance materials and texture libraries.
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• Successful handover of production-ready texture assets to Look-Dev and Unity teams.
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• Timely completion of assigned texturing activities.
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• Effective incorporation of artistic, technical, and clinical feedback.
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• Contribution to improving the visual quality and performance of the immersive surgical training simulator.
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Portfolio Requirement:
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• Candidates must submit a professional portfolio demonstrating strong PBR texturing and material creation capabilities.
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• Portfolio should preferably include:
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- PBR texture breakdowns
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- Packed texture examples
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- Trim-sheet layouts
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- UV layouts and texel density examples
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- High-poly to low-poly baking examples
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- Surgical/medical materials where available
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- Metal, plastic, glass, rubber, and organic materials
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- Unity or other real-time engine examples
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- Substance Painter/Designer work
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- Real-time optimized assets
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📌 3D Texturing Artist (Vapi)
🏢 Meril
📍 Vapi