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Hard Surface, Texture, Character, Rigging, Groom and Animation Artists – Sci-Fi

dla cView-Studios Ltd. w Remotely (Offices in Malta)

Inne Grafika i animacja


Freelance Hard Surface, Texture, Character, Rigging, Groom and Animation Artists – Sci-Fi Project (Remote, Per-Asset Contracts)

cView Studios is a game art outsourcing studio based in Malta. We're looking for talented artists across multiple disciplines for an upcoming 3D sci-fi project.

The art direction is established. Every brief comes with references and a written spec. All work is remote. Contracts are per asset, with scope and price agreed in writing before work starts. Work begins in November or so; volume per artist depends on the asset lists as they're confirmed. An NDA is signed before any project material is shared.

Pipeline: Maya, ZBrush, Substance 3D Painter, Marvelous Designer, XGen, Unreal Engine 5 with MetaHuman for characters. Other tools are fine as long as the deliverables match the spec.

Hard Surface Artist – spacecraft, stations and shuttles. Blockout to high-poly to game-res, clean topology.

Texture Artist – PBR texturing for hard-surface, prop and set assets. Panelling, wear and material separation that hold up in close-ups. Trim sheets and tileables. Substance 3D Painter/Designer; Unreal material setup is a plus. Show texture breakdowns, not only beauty renders.

Character Artist – realistic humans and humanoid aliens on a MetaHuman base. Likeness sculpting, costumes and uniforms (Marvelous Designer to game-res), prosthetic and alien features, hair-ready heads. Deliveries need to sit cleanly on MetaHuman body and face topology. Show realistic characters with topology and texture breakdowns; likeness work is a strong plus.

Rigging Artist – extending MetaHuman rigs: costume skinning and clothing deformation, non-standard bodies and heads, props and attachments. Mechanical rigging for ships (doors, landing gear, moving parts) is part of the work too. Maya skinning and Unreal Control Rig. Show deformation tests rather than static poses.

Groom Artist – hair, beards, brows and lashes, plus non-human variations. XGen interactive grooms exported to Alembic for Unreal, built for the MetaHuman groom components. Hair-card versions needed as well. Show grooms rendered in-engine.

Animation Artist – body and facial animation on MetaHuman rigs, authored in Unreal Engine: Control Rig, Sequencer and the in-editor animation tools (keyframing, anim layers, tweening), IK Rig and IK Retargeter for retargeting, MetaHuman Animator for facial capture. Locomotion sets, idles and gestures, dialogue and cinematic sequences, mocap cleanup. Some mechanical animation (ships, doors, consoles). Show a reel with clear weight, timing and facial work, and say which pieces were animated in-engine.

How to apply
Fill in the Google form, and we will get back to you! You can apply for more than one role through the form. Portfolio links only please. Wireframes, UV layouts and breakdowns tell us far more than finished renders on their own.


Data publikacji: 2026-09-17

Liczba wyświetleń: 346

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