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. - Valuable 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. - Solid 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 qualified 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 Artist (Remote) (Daman)
🏢 Meril
📍 Daman