Core Responsibilities
● Create clean, highly optimized 3D models from scratch using digital content creation (DCC) tools, primarily Blender.
● Work fluidly across a diverse array of 3D data formats (e.g., CAD data, .obj, .fbx, GLTF/GLB), extracting key components such as clean meshes and relevant texture sets from external asset libraries for pipeline ingestion.
● Leverage generative 3D tools (e.g., Meshy) and photogrammetry techniques to rapidly ingest real-world assets.
● When needed, apply retopology techniques, UV unwrapping and layout in preparation for texture baking as well as mesh decimation to ensure assets are performance-optimized for simulation.
● Utilize Substance Painter/Designer or advanced Blender add-ons to create realistic, high-quality texture sets.
● Assign highly plausible physical attributes to models, including accurate friction, inertial properties, body masses, and joint damping.
● Conduct testing of assets within simulated environments to verify both visual fidelity and physical accuracy.
● Identify, triage, and fix visual or physics bugs in existing assets including texture artifacting or collision mesh errors.
Additional Requirements
● Fine-tune simulation parameters within physics engines specifically dealing with contact friction, softness, and force propagation.
● Fine-tune parameters (lighting, color, cameras) within simulated scenes to match real world counterparts.
● Familiarity with concepts such as rigging, deformations and local vs. world space coordinates.
● Familiarity with CLI, IDE navigation and version control.
Key Qualifications & Tools
● Expert proficiency in Blender
● Experience with Substance Painter and/or Substance Designer.
● Strong willingness to learn MuJoCo.
● Deep understanding of 3D data formats including .obj, .fbx, .gltf/.glb, and USD.
● A unique blend of artistic eye for visual realism and a disciplined, engineering-focused approach to physics and performance optimization.
Pay: £60,000.00-£70,000.00 per year
Work Location: In person