Searching for 3d Vehicle artist (Paid)

PrimeraWorks is looking for a highly skilled 3D Vehicle Artist / Hard Surface Modeler to convert metrology-grade LiDAR scan data of real vehicles into finished, production-ready digital twin assets.
PrimeraWorks will handle all physical vehicle capture and scanning. The artist will not be responsible for field scanning.
Your responsibility will be to take our provided vehicle scan data - point clouds, dense mesh references, photo references, and supporting measurements - and transform that data into a clean, accurate, textured, renderable 3D asset suitable for real-time rendering, Unreal Engine 5, video game engines, simulation, and high-end visualization.
This is not a basic 3D modeling task. We are looking for someone who understands hard surface modeling, scan-to-asset workflows, retopology, UVs, PBR textures, real-time optimization, and game-engine-ready asset delivery.
Scope of Work
• Review provided LiDAR / metrology-grade vehicle scan data.
• Clean and interpret dense scan meshes or point cloud references.
• Rebuild the vehicle as a clean, accurate hard-surface model.
• Maintain real-world scale, proportion, and dimensional fidelity.
• Create a high-poly master model for detail preservation and baking.
• Create an optimized low-poly / real-time-ready model.
• Perform clean retopology with efficient topology and edge flow.
• Create UV layouts with proper texel density.
• Bake detail from the high-poly model to the optimized model.
• Create PBR texture sets for paint, glass, trim, tires, wheels, interior, badges, and other visible materials.
• Deliver a final asset that imports cleanly into Unreal Engine 5 or similar game engines.
Final Asset Requirements
The finished asset must be suitable for Unreal Engine 5, Unity, real-time rendering, game engines, simulation environments, high-end visualization, and digital twin asset libraries.
We do not want raw scan meshes delivered as final models. The final asset must be clean, structured, optimized, textured, and render-ready.
Required Deliverables
Geometry
• High-poly master model.
• Optimized low-poly / real-time model.
• .FBX primary export.
• .OBJ secondary export.
• Correct real-world scale.
• Clean hierarchy and object naming.
• Proper normals, smoothing, and shading.
Textures
PBR texture maps must be delivered in .PNG or .TGA format, including:
• Base Color / Albedo.
• Normal.
• Roughness.
• Metallic.
• Ambient Occlusion.
Additional maps may be requested depending on the vehicle and material complexity.
Source Files
Provide the native working file from whichever 3D software you use. We do not require a specific modeling platform. Use the software you are strongest in, but final exports must follow the required delivery format.
• .blend - Blender.
• .max - 3ds Max.
• .ma / .mb - Maya.
• Other native source files by approval.
Optional / Preferred Deliverables
• LOD0 / LOD1 / LOD2 versions.
• Unreal Engine 5 import-ready package.
• .USD / .USDZ export.
• Render-ready preview scene.
• Preview renders.
• Short README documenting software used, texture resolutions, polycounts, and any assumptions.
Required Experience
Applicants should have strong experience in:
• Hard surface modeling.
• Vehicle modeling and automotive modeling.
• Real-time asset creation.
• Retopology.
• UV mapping.
• PBR texturing.
• High-poly to low-poly baking.
• Game-ready asset workflows.
Experience with LiDAR, photogrammetry, scan cleanup, automotive visualization, racing games, vehicle simulators, digital twins, or AAA game art pipelines is strongly preferred.
Software Experience
Modeling
• Blender.
• Maya.
• 3ds Max.
• Modo.
• Houdini.
Scan / Mesh Processing
• CloudCompare.
• RealityCapture.
• MeshLab.
• Geomagic Wrap / Design X.
• Similar scan-processing tools.
Texturing / Rendering
• Substance Painter.
• Substance Designer.
• Marmoset Toolbag.
• Unreal Engine 5.
• Unity.
Portfolio Requirements
Please submit a portfolio showing relevant work. Strong applicants should show examples of:
• Cars, trucks, motorcycles, or other vehicles.
• Hard-surface mechanical assets.
• Clean wireframes / topology.
• Real-time game-ready assets.
• PBR materials.
• Unreal Engine or game-engine examples.
• Before / after examples from scans or photogrammetry, if available.
• Collectibles, artifacts, product objects, or other high-value assets, if available.
Vehicle work is required.
Ideal Candidate
The ideal candidate is not just a modeler. We are looking for a scan-to-asset specialist who can interpret real-world capture data and turn it into polished, technically accurate, real-time digital twins for vehicles and, over time, other high-value captured assets.
You should understand the difference between a raw scan mesh, a high-poly reconstruction, a clean production model, a real-time optimized game-engine asset, and a fully textured, render-ready digital twin.
How to Apply
Please send:
• Portfolio link.
• Examples of vehicle or hard-surface work.
• Examples of scan / photogrammetry / LiDAR-based work, if available.
• Software used.
• Hourly rate or fixed-price estimate per vehicle.
• Typical turnaround time.
• Whether you can deliver UE5-ready assets.
• Confirmation that you can provide source files and FBX / OBJ exports.
• Availability and pricing for an initial paid single-car pilot project.
Pilot Vehicle Project
Qualified applicants may be invited to complete an initial paid pilot project for one full vehicle. This pilot is intended to validate the artist’s ability to take PrimeraWorks-provided metrology-grade scan data and construct a technically accurate, textured, render-ready, real-time digital twin of the vehicle.
For the pilot, PrimeraWorks will provide the available scan package, which may include point clouds, dense mesh references, photo references, and supporting measurements. The artist will be responsible for the post-capture asset pipeline only: scan interpretation, hard-surface reconstruction, retopology, UVs, baking, PBR textures, optimization, and final engine-ready delivery.
The pilot vehicle must follow the same final asset delivery standard described in this posting, including high-poly and optimized low-poly geometry, FBX and OBJ exports, PBR texture maps, native source files, and basic delivery documentation.
The pilot will be reviewed for scan interpretation, dimensional accuracy, modeling quality, topology, UVs, PBR texture quality, baking quality, optimization, and clean import into Unreal Engine 5 or a similar real-time engine.
Upon successful completion and acceptance of the pilot vehicle model, PrimeraWorks will discuss and execute a bulk contract for multiple car projects. The follow-on contract may include multi-vehicle pricing, milestone structure, delivery cadence, QA standards, revision terms, and commercial usage requirements.
Rights / Usage
Final deliverables must be suitable for commercial use by PrimeraWorks and its clients. Source files, exported assets, and textures must be included in the final turnover package. Portfolio display of completed work may require written approval depending on client confidentiality.

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