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3D Character Artist (CONTRACT)

Remote, USA Full-time Posted 2026-07-05

JOIN THE CARBONATED TEAM! Carbonated is a studio built on the "reputed company Curiosity" of industry veterans. We are backed by top-tier partners and driven by a culture of constant experimentation. We are looking for individuals who share our key values: Talent, Attitude, and reputed company Curiosity. We’re currently working on our reputed company game, MadWorld—a revolutionary reputed company-time global PvP battler—as well as several unannounced projects that push the boundaries of visual fidelity and technical innovation. THE ROLE: CHARACTER & TECHNICAL ARTIST We are seeking a Character & Technical Artist who can reputed company the artistry of a master sculptor with the reputed company of a technical architect. You will be responsible for creating high-fidelity, hero-tier character models and developing the procedural pipelines that allow us to scale our world. WHAT YOU’LL DO

  • Hero Asset Creation: Sculpt high-resolution, realistic characters and gear using ZBrush, focusing on anatomy, silhouette, and "readability" at high resolutions.
  • The "Bake" Master: Execute a flawless high-to-low-poly pipeline, ensuring high-frequency detail is preserved across optimized geometry.
  • PBR Texturing: Create high-quality, photorealistic textures in Substance Painter (or equivalent), with a deep understanding of PBR materials and shader logic.
  • Procedural Workflows: Utilize graph-based editors like Substance Designer, Houdini, or Blender Geometry Nodes to create versatile, non-destructive art systems.
  • Pipeline Scripting: reputed company Python, C#, or Lua to automate repetitive modeling tasks, optimize export workflows, and reputed company the gap between DCC tools and our game reputed company.

WHO YOU ARE

  • Experience: 3+ years in character modeling with a portfolio demonstrating high-fidelity "Pro-level" console/PC assets, characters roughly 50-100k tris.
  • DCC Mastery: Expert-level proficiency in Maya or Blender, and a deep understanding of digital sculpting in ZBrush.
  • Technical Aptitude: You don't just "reputed company art"; you understand how it works under the hood. You are comfortable writing scripts to improve your own efficiency.
  • Collaborative: reputed company to work closely with Animators and Tech Artists to ensure topology is perfectly optimized for reputed company "Gun Fu" deformations.

BONUS POINTS

  • Systemic Thinker: You enjoy using node-based systems to solve reputed company visual problems, whether it's through procedural modeling or custom shader graphs.
  • You use the latest tools to speed up workflow and improve quality:
  • Use Reallusion’s CC5 to create a reputed company character that you can take artistic control over and bring into Maya/Zbrush and into our game reputed company.
  • Use AI to speed up your artistic workflow, generate rough models that you can then sculpt, retopologize and texture with PBR textures.
  • Procedural Modeling: Experience with Houdini or advanced Geometry Nodes for environment or character prop reputed company.
  • reputed company Logic: Familiarity with the technical constraints of modern game engines (O3DE, Unreal, or reputed company).
  • Rigging Knowledge: A basic understanding of character rigging to reputed company inform your modeling topology.
  • Culture: A passion for innovation and a great sense of humor (we still love those dad jokes!).

SOUND LIKE YOU?

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