Technical Artist for Modular Boat Product Line
Budget: $30 – $250 USD
Project Details
€30.00 – 250.00 EUR
Bidding ends in 6 days, 4 hours
We are preparing a modular boat product line (6 product families, ~71 total configurations) for both:
• High-end offline rendering (Octane)
• Real-time delivery (glTF Separate for configurators)
The majority of models share materials across product lines (rails, furniture, flooring). The primary variation is seating configurations.
We are looking for a technical artist to help build and implement a shared PBR material system, not rebuild 71 unique boats.
Scope of Work:
Phase 1 – Material System Setup:
Convert existing Octane-based materials into glTF-compliant PBR materials
Bake procedural textures where required
Establish clean material naming and folder structure
Ensure clean export as glTF Separate (.gltf + .bin + textures)
Validate exports in a real-time viewer
Phase 2 – Implementation:
Apply shared PBR materials across 6 product lines
Ensure seating variants inherit correct material slots
Confirm UV consistency and export validation
This is a production-focused role, not creative look development.
Estimated Scope:
30–60total hours depending on experience
Initial 6-hour milestone to validate workflow
Remote, contract-based
Required Skills:
Cinema 4D
Strong understanding of PBR workflows
glTF export preparation
Texture baking
UV mapping
Experience preparing assets for real-time engines (WebGL, Unreal, Unity, configurators)
Nice to Have:
Experience with product-based configurators
Substance Painter
Redshift familiarity
Three.js / WebGL knowledge
Important:
We are building a reusable material system.
Consistency, naming discipline, and export cleanliness are critical.
This role is about technical execution and pipeline discipline.
€30.00 – 250.00 EUR
Bidding ends in 6 days, 4 hours
We are preparing a modular boat product line (6 product families, ~71 total configurations) for both:
• High-end offline rendering (Octane)
• Real-time delivery (glTF Separate for configurators)
The majority of models share materials across product lines (rails, furniture, flooring). The primary variation is seating configurations.
We are looking for a technical artist to help build and implement a shared PBR material system, not rebuild 71 unique boats.
Scope of Work:
Phase 1 – Material System Setup:
Convert existing Octane-based materials into glTF-compliant PBR materials
Bake procedural textures where required
Establish clean material naming and folder structure
Ensure clean export as glTF Separate (.gltf + .bin + textures)
Validate exports in a real-time viewer
Phase 2 – Implementation:
Apply shared PBR materials across 6 product lines
Ensure seating variants inherit correct material slots
Confirm UV consistency and export validation
This is a production-focused role, not creative look development.
Estimated Scope:
30–60total hours depending on experience
Initial 6-hour milestone to validate workflow
Remote, contract-based
Required Skills:
Cinema 4D
Strong understanding of PBR workflows
glTF export preparation
Texture baking
UV mapping
Experience preparing assets for real-time engines (WebGL, Unreal, Unity, configurators)
Nice to Have:
Experience with product-based configurators
Substance Painter
Redshift familiarity
Three.js / WebGL knowledge
Important:
We are building a reusable material system.
Consistency, naming discipline, and export cleanliness are critical.
This role is about technical execution and pipeline discipline.
Related categories:
Ruby on Rails
CAD/CAM
Solidworks
3D Modelling
Unity 3D
3D Design
Cinema 4D
Unreal Engine