Realistic MetaHuman Web Avatar
Budget: ₹12,500 – ₹37,500 INR
Project Overview : We are looking for a skilled Technical Artist to bridge the gap between high-end production (Unreal Engine 5) and web performance (Three.js). We need a "Hero" avatar that retains the photorealistic look of a MetaHuman but is optimized enough to run smoothly in a browser.
The Objective Create a single, optimized .GLB file of a half-body character (waist-up). You will be responsible for taking the source mesh, optimizing the geometry, baking high-fidelity textures, and embedding animations.
Core Responsibilities :
Smart Optimization: Reduce a high-poly MetaHuman mesh to a target of 50k–80k tris without destroying the silhouette or facial details.
Texture Baking: Convert complex UE5 skin shaders into standard PBR maps (Albedo, Normal, Roughness, AO) suitable for web lighting.
Animation Embedding: Retarget and embed 3-4 standard clips (Idle, Speaking, Gesturing) directly into the GLB file.
Web Compatibility: Ensure the final file (under 25MB preferred) validates correctly in standard GLTF viewers and renders properly in Three.js.
Technical Constraints
Format: .GLB (Binary glTF)
Target Polycount: 50,000 – 80,000 triangles (Half-body)
Target File Size: Approx 20MB - 30MB
Textures: UV packed for maximum resolution on the face/upper body.
Ideal Candidate You are not just a modeler; you understand the technical pipeline of getting game assets onto the web. You know how to balance "looking good" with "loading fast."
Tools: You are free to use your preferred stack (Blender, Maya, 3ds Max, Simplygon, etc.) as long as the final output is a validated, clean .GLB file.
Recommended Skill Tags
(Update your tags to these to catch the right people)
3D Modeling
Blender (Most web-3D artists use Blender)
Game Asset Optimization
Three.js
Low Poly Modeling
Texture Mapping
The Objective Create a single, optimized .GLB file of a half-body character (waist-up). You will be responsible for taking the source mesh, optimizing the geometry, baking high-fidelity textures, and embedding animations.
Core Responsibilities :
Smart Optimization: Reduce a high-poly MetaHuman mesh to a target of 50k–80k tris without destroying the silhouette or facial details.
Texture Baking: Convert complex UE5 skin shaders into standard PBR maps (Albedo, Normal, Roughness, AO) suitable for web lighting.
Animation Embedding: Retarget and embed 3-4 standard clips (Idle, Speaking, Gesturing) directly into the GLB file.
Web Compatibility: Ensure the final file (under 25MB preferred) validates correctly in standard GLTF viewers and renders properly in Three.js.
Technical Constraints
Format: .GLB (Binary glTF)
Target Polycount: 50,000 – 80,000 triangles (Half-body)
Target File Size: Approx 20MB - 30MB
Textures: UV packed for maximum resolution on the face/upper body.
Ideal Candidate You are not just a modeler; you understand the technical pipeline of getting game assets onto the web. You know how to balance "looking good" with "loading fast."
Tools: You are free to use your preferred stack (Blender, Maya, 3ds Max, Simplygon, etc.) as long as the final output is a validated, clean .GLB file.
Recommended Skill Tags
(Update your tags to these to catch the right people)
3D Modeling
Blender (Most web-3D artists use Blender)
Game Asset Optimization
Three.js
Low Poly Modeling
Texture Mapping
Related categories:
JavaScript
Animation
3D Modelling
3D Animation
3D Design
Blender
Three.js
3D Graphic Design