09 Sep
|
EMINATTI SYNERGIES
|
India
09 Sep
EMINATTI SYNERGIES
India
Mid-Level 3D Environment Artist — Blender & Unreal Engine
We are looking for a hands-on Mid-Level 3D Environment Artist who is comfortable moving between Blender and Unreal Engine , solving environments as complete spaces — including scale, staging, detailing, materials, optimization, character integration and final presentation.
The ideal candidate should have strong 3D instincts, practical problem-solving ability and enough technical understanding to work independently under the guidance of a Technical Environment Lead.
Key Responsibilities
- Take existing Unreal Engine maps from intermediate development stages through workplace finishing and production readiness.
- Review environments for scale accuracy, proportions, spatial consistency and character-to-world relationships .
- Improve overall map quality through environmental staging, secondary detailing, prop placement, material refinement and visual storytelling.
- Identify areas that feel visually flat, repetitive, empty or excessively cluttered and improve them without unnecessarily redesigning the environment.
- Work extensively in Blender for mesh correction, modular modeling, kitbashing, asset variations, topology cleanup, UV adjustments, pivots, collision preparation and production fixes.
- Develop rapid and intelligent 3D solutions using techniques such as modular construction, array/curve workflows, instancing, procedural methods, Geometry Nodes or similar approaches where appropriate.
- Improve materials and textures through better roughness variation, normals, surface breakup, decals, aging, dirt accumulation, wear, edge treatment and believable material transitions.
- Support the creation of environmentally believable aging and imperfections rather than applying generic grunge.
- Optimize existing maps under technical guidance by addressing geometry density, texture usage, Nanite/LOD decisions, foliage density, material complexity, unnecessary actors, instancing and general scene cost.
- Understand and work with Unreal Engine systems such as Lumen, Nanite, foliage, collisions, Data Layers, Level Instances, World Partition and HLOD at a practical setting-production level.
- Support basic profiling and identify obvious performance bottlenecks within environments.
- Integrate characters into environments for scale validation, grounding, navigation clearance, interaction spacing and visual presentation.
- Work with existing character assets and understand basic Unreal concepts around skeletal meshes, collisions, NavMesh and animation integration.
- Create strong runtime views, walkthroughs and cinematic presentation shots using Unreal Engine.
- Use Sequencer and Movie Render Queue where required for environment reviews and presentation.
- Coordinate with junior modeling and staging artists by identifying specific correction, detailing and asset-production requirements.
- Maintain clean Unreal scenes, asset structures, naming standards and production discipline.
- Document major changes, technical concerns and unresolved issues during map development.
What We Are Looking For
- Strong working experience with Blender as the primary 3D production tool.
- Good practical experience with Unreal Engine 5 .
- Strong understanding of environment art and world building.
- Ability to stage and dress environments rather than only create standalone assets.
- Strong eye for:
- scale
- proportion
- composition
- environmental density
- repetition
- hierarchy
- material realism
- lighting
- environmental storytelling
- Good modeling fundamentals and ability to modify or repair existing assets quickly.
- Comfortable working with modular environment systems.
- Good understanding of UVs, PBR materials, texture workflows and Unreal material instances.
- Ability to add convincing surface detail, depth, aging and imperfections.
- Practical understanding of game-environment optimization.
- Ability to diagnose visual and technical issues independently before escalating them.
- Comfortable working on partially completed environments rather than only starting scenes from scratch.
- Strong ownership mindset toward completing a map rather than only completing assigned assets.
Technical Knowledge Expected Candidates should have practical familiarity with several of the following:
- Blender
- Unreal Engine 5
- Modular modeling
- Geometry Nodes
- UV workflows
- PBR texturing
- Material Instances
- Decals
- Nanite
- LODs
- Instancing
- Foliage systems
- Lumen
- Collision setup
- World Partition
- HLOD
- Data Layers
- Basic Blueprint understanding
- Unreal profiling tools
- Sequencer
- Movie Render Queue
Advanced programming knowledge is not required .
Good to Have
- Experience with Geometry Nodes or procedural environment workflows.
- Experience using Unreal PCG.
- Substance Painter / Substance Designer / Substance Sampler experience.
- Experience working on open-world or large environment projects.
- Knowledge of optimization for real-time games.
- Basic understanding of character animation pipelines.
- Experience building streets, cities, commercial environments or large architectural spaces.
- Familiarity with marketplace assets and the ability to modify them into a consistent production standard.
- Experience working with AI-assisted 3D, texture or concept workflows is useful, but not mandatory.
- Understanding of cinematography, camera composition and environment presentation.
The kind of artist we are looking for We value artists who can look at an environment and think beyond individual assets.
For example
- Why does this street feel empty?
- Is this building correctly scaled against the player?
- Does this façade need geometry, material variation or simply better staging?
- Can this repetitive structure be solved procedurally instead of manually?
- Are these edges unrealistically sharp?
- Is the texture quality actually improving realism or only increasing memory usage?
- Why does this material look synthetic?
- Should these objects be individual actors or instances?
- Is the environment visually strong but technically expensive?
- What detail can be added with minimal performance cost?
We are particularly interested in artists who have developed practical “3D tricks” and efficient workflows through experience rather than relying only on brute-force asset production. What this role is not
This is not primarily
- a character modeling role,
- a pure cinematic visualization role,
- a pure architectural visualization role,
- a technical-programming role,
- or a role focused only on creating individual props.
The focus is complete environment ownership and finishing .
Portfolio Expectations
Applicants should preferably share work demonstrating:
- complete environments rather than only individual assets,
- Blender workflows,
- Unreal Engine scenes,
- before/after environment development,
- material and texture work,
- modular environment construction,
- environment staging,
- optimization or game-ready workflows,
- lighting and final presentation.
Breakdowns, wireframes, process images and work-in-progress examples are highly valued because we want to understand how you solve environments , not only how the final render looks.
📌 Mid Level 3D environment artist/generalist - blender and unreal engine (India)
🏢 EMINATTI SYNERGIES
📍 India