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3D Texture & Material Artist

3D Texture & Material Artist

quantum arcadia
  • Posted 53 minutes ago
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Job Description

 Company: Quantum Arcadia

Team: Art Team

Experience: 2 - 6 Years

Location: Vadodara, Gujarat | On-site

Employment Type: Full-Time

Primary Engine: Unity (URP / Built-in Render Pipeline)

About the Role

Quantum Arcadia is looking for a talented and technically sound 3D Texture & Material Artist to join our production team.

We are building immersive VR and PC gaming experiences and need an artist who can create visually compelling, realistic, and stylized textures along with hard - surface  props and art.

Key Responsibilities

Texture & Material Creation

  • Create high-quality realistic and stylized textures and materials for environments, props, and other game assets.
  • Create clean, artifact-free high-to-low poly bakes, including:
  • Normal
  • Ambient Occlusion
  • Curvature
  • ID maps
  • Create and maintain efficient PBR material workflows.

Modular Workflow & Atlasing

  • Design and create efficient Trim Sheets and Texture Atlases for environments and hard-surface props.
  • Use modular texture workflows to minimize unique materials and reduce draw calls.
  • Maintain consistent and efficient UV layouts and conventions across assets.

Channel Packing & Texture Optimization

  • Implement channel-packing workflows, such as combining Metallic, Smoothness/Roughness, and AO into a single RGBA mask map where appropriate.
  • Optimize texture memory usage and sampler counts.
  • Balance texture resolution and visual quality against memory and performance limitations.

Texel Density & Detail

  • Maintain consistent texel density across assets and environments.
  • Utilize tileable textures, detail normals, and vertex color blending where appropriate to achieve high visual fidelity without relying on oversized unique texture maps. 

Prop & Hard-Surface Art

  • Model and prepare game-ready props and hard-surface assets when required.
  • Create clean, optimized low-to-mid-poly models suitable for real-time applications and VR.
  • Handle UV unwrapping, texturing, material creation, and optimization for props and hard-surface assets.
  • Work with the 3D art team to ensure proper topology, UVs, texture usage, and material setups for efficient game implementation.

Unity Asset Integration

  • Import and configure textures and materials in Unity.
  • Work with URP and Built-in Render Pipeline workflows.
  • Configure appropriate:
  • Texture compression
  • Mipmap settings
  • Texture resolutions
  • Streaming budgets
  • Set up and tune Lit/Unlit materials in Unity.
  • Use Unity's Frame Debugger and Profiler to inspect and optimize:
  • Draw calls
  • Set-pass calls
  • Batching
  • Static/Dynamic batching
  • SRP Batcher
  • Material instancing

VR Optimization

  • Optimize assets specifically for VR performance.
  • Consider:
  • Draw calls
  • GPU fill rate
  • Overdraw
  • Texture memory
  • Memory bandwidth
  • Material count
  • Shader efficiency
  • Anisotropic filtering costs
  • Balance texture resolution and visual quality against the limitations of constrained hardware, particularly standalone VR devices.

Cross-Team Collaboration

  • Work closely with 3D modelers, character artists, technical artists, designers, and developers.
  • Establish and maintain modular UV, texturing, and material conventions.
  • Collaborate with the team to improve and maintain efficient asset optimization pipelines.
  • Ensure textures and materials maintain a consistent visual style across the project.
Required Skills & Qualifications
  • 2 - 6 years of professional experience as a Texture Artist, Material Artist, Environment Artist, or similar role in real-time game development.
  • Experience with VR, mobile, or console development is a strong advantage.

Software Proficiency

  • Strong proficiency in Adobe Substance 3D Painter and Adobe Photoshop.
  • Proficiency in Blender, Maya, or 3ds Max, particularly for UV unwrapping and layout.
  • Experience with real-time game asset workflows.

Engine Knowledge

  • Hands-on experience with Unity.
  • Understanding of:
  • Material setup
  • Texture Inspector settings
  • Texture compression
  • Mipmaps
  • URP Lit/Unlit shaders
  • Real-time material workflows

Core Optimization Knowledge

  • Strong understanding of draw calls and set-pass calls.
  • Understanding of batching, including Static/Dynamic Batching and SRP Batcher.
  • Knowledge of GPU fill rate and overdraw limitations, particularly in VR.
  • Understanding of anisotropic filtering and its performance considerations.
  • Ability to balance texture resolution, visual quality, memory usage, and GPU bandwidth.
  • Understanding of optimization requirements for standalone VR hardware.

Portfolio

A strong portfolio demonstrating real-time texture and material work, preferably including:

  • PBR texture breakdowns
  • High-to-low poly bakes
  • UV layouts
  • Trim sheets
  • Texture atlases
  • Material breakdowns
  • Low-draw-call setups
  • Wireframes
  • Real-time engine screenshots

Real-time/game-engine examples are strongly preferred over high-resolution renders alone.

Nice to Have (Bonus Skills)
  • Experience with Substance 3D Designer for procedural texture and material generation.
  • Familiarity with Unity Shader Graph.
  • Basic knowledge of custom HLSL shader creation.
  • Understanding of baked lighting and lightmap UVs.
  • Understanding of ambient occlusion workflows inside Unity.
  • Prior experience developing for standalone VR devices, such as the Meta Quest series.
  • Experience working closely with technical artists and building optimized art pipelines.
What We Offer
  • Opportunity to work on immersive VR and PC gaming experiences (upcoming trend).
  • Access to high-end hardware and real-time development pipelines. 
  • Collaborative and friendly + creative on-site studio environment.
  • Competitive compensation based on previous experiences and skillset.

More Info

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Key Skills

Adobe Substance 3D Painter

Dynamic Batching

UV layouts

channel-packing workflows

PBR material workflows

draw calls

overdraw

Built-in Render Pipeline

Trim Sheets

high-to-low poly bakes

anisotropic filtering

URP

GPU fill rate

set-pass calls

Texture Atlases

SRP Batcher

Unity

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