
Character Artist – Photoreal Heads
Posted May 6

Posted May 6
• Develop high-quality 3D human head models with precise likeness using reference images or scanned data.
• Sculpt intricate facial features based on a solid grasp of human anatomy, including bone landmarks and skin surface structure.
• Utilize Texture XYZ maps and advanced texturing techniques to create realistic skin textures.
• Collaborate with scan heads and photogrammetry data, refining them into polished, production-ready meshes.
• Produce clean, production-quality maps (Normal, AO, Curvature, Cavity, etc.) suitable for real-time engines.
• Execute hair card placement for authentic head grooming, ensuring correct flow, breakup, and density.
• Work alongside modelling, rigging, texturing, grooming, and animation teams to guarantee seamless asset integration.
• Optimize assets for real-time engines (Unreal Engine, Unity) while maintaining quality.
• Uphold high artistic standards and adhere to production deadlines.
• Comprehensive understanding of human anatomy, particularly facial structure, proportions, and muscular systems.
• Demonstrated ability to accurately replicate realistic or stylized head likeness.
• Extensive experience with Texture XYZ maps and scan-based workflows.
• Solid knowledge of hair card creation and placement for real-time characters.
• Proficiency in ZBrush for sculpting purposes.
• Strong familiarity with Substance Painter, Mari, and Photoshop for texturing tasks.
• Experience in 3D scan clean-up and photogrammetry processes.
• Understanding of PBR workflows and map baking pipelines.
• Experience working with real-time engines (Unreal/Unity).
• Exceptional attention to detail and a passion for achieving realism.
• Capability to accept feedback and iterate swiftly.
• Opportunity to work in a creative and collaborative environment.
• Access to cutting-edge tools and technologies in the industry.
• Professional growth and development opportunities.
• Competitive salary and benefits package.
Bladework Games
Plug and Play Tech Center
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