Full Time
$800/month (fixed)
40
Apr 9, 2026
We are building a 3D asset business selling game-ready vehicle packs on platforms like Fab (Epic Games), CGTrader, and TurboSquid. We are looking for a skilled hard surface 3D artist to join full-time and produce sci-fi and military vehicles, props, and modular environment pieces.
You will receive detailed reference images and a production schedule for each asset pack. Your job is to model, UV unwrap, texture, rig (where needed), render, and export each model to strict quality standards. Every asset must be game-ready, PBR-compatible, and delivered in multiple file formats.
This is a long-term position. If you produce quality work on time, there is room for pay increases as revenue grows.
WHAT YOU WILL BE DOING
• Modeling hard surface vehicles, weapons, props, and environment kits from provided reference images
• Creating clean, optimized topology suitable for real-time game engines (UE5, Unity)
• UV unwrapping with efficient, non-overlapping layouts and consistent texel density
• Texturing with PBR Metallic-Roughness workflow in Substance Painter, Quixel Mixer, or equivalent
• Creating 3 LOD levels per model (LOD0 full detail, LOD1 50% reduction, LOD2 25%)
• Exporting to multiple formats: FBX, OBJ, BLEND (mandatory); MAX, Maya (if available)
• Producing all required renders: hero shots, multi-angle, wireframe overlays, UV layout screenshots, textured vs. untextured comparisons
• Creating 15-second turntable videos (MP4, 1080p) for each model
• Basic rigging and animation where specified (turret rotation, wheel spin, walk cycles, hatch open/close)
• Maintaining consistent design language, naming conventions, and folder structures across all packs
REQUIRED SKILLS
• 3+ years experience in hard surface 3D modeling (vehicles, weapons, mechanical objects)
• Strong topology skills — clean quads/tris, proper edge flow, no n-gons, manifold meshes
• PBR texturing experience — Substance Painter or Quixel Mixer (Metallic-Roughness workflow)
• UV unwrapping — manual layout, efficient use of 0-1 UV space, consistent texel density
• LOD creation — ability to produce optimized lower-detail versions that maintain silhouette quality
• Blender proficiency (primary tool) — modeling, UV, rendering (Cycles/EEVEE), export
• FBX/OBJ export experience — understanding of scale, transforms, and engine compatibility
• Rendering skills — studio lighting, clean presentation renders, turntable animations
• Basic rigging — simple mechanical rigs (rotating turrets, opening hatches, spinning wheels)
PREFERRED (NOT REQUIRED)
• Experience with Unreal Engine 5 (material setup, demo scenes)
• Experience with Unity HDRP
• Familiarity with 3ds Max or Maya
• Experience selling on Fab, CGTrader, TurboSquid, or similar marketplaces
• Concept art or design skills (ability to interpret loose references into detailed models)
SOFTWARE
• Required: Blender, Substance Painter (or Quixel Mixer)
• Preferred: 3ds Max, Maya, Marmoset Toolbag, ZBrush (for detail sculpting)
What We Provide
• Detailed reference images for every model
• A clear production schedule with weekly/monthly milestones
• Technical specifications document with exact quality standards
• Creative direction and feedback on each deliverable
• Long-term, stable work with growth potential
TO APPLY
Please include in your application:
1. Your portfolio — show hard surface work (vehicles, weapons, mechanical models). If you have marketplace listings, link them.
2. Software you use — list your primary tools
3. Your experience level — years of hard surface modeling, any marketplace/game studio experience
4. Availability — can you start within 1-2 weeks? Can you commit full-time (40 hrs/week)?
5. A short message about why you’re a good fit for this role
Do NOT apply if you primarily do character/organic modeling. This role is 100% hard surface.