TC
Real-Time 3D Technical Artist
TechDigital Corporation
πΊπΈ United States
On-site
1 month ago
- Three.js
- WebGL
- React.js
- Shopify Liquid
- Unity
- Unreal
- Blender
- Node.js
1 month ago
About the project
We are building a browser-based 3D virtual science lab where students assemble apparatus, perform experiments, and are assessed on their technique, all rendered in real time with Three.js / React Three Fiber. The simulation runs on ordinary school hardware, including low-end Chromebooks, and must look convincing while staying fast and deterministic.
We have a working simulation engine and physics. What we need is someone to raise the visual fidelity of the equipment and effects from "recognizable " to "believable " (i.e. real glassware, real metal instruments, real fluid behavior) within a strict real-time budget.
What you'll work on
You will own the real-time 3D art and technical-art layer, including:
- Modeling, sourcing, and optimizing lab equipment (microscopes, glassware, burners, centrifuges, condensers, and more) as clean, correctly structured glTF/GLB assets that drop into our existing loader and wire to our interaction code.
- Authoring PBR materials and lighting so glass reads as glass, steel as steel, and fluids as translucent, refractive liquid, not as colored plastic.
- Building and tuning real-time effects: pouring fluid streams with splash and ripples, vapor and steam, Bunsen flames, heat shimmer, condensation.
- Writing and modifying GLSL shaders for the effects above.
- Keeping everything within a Chromebook-class performance budget (triangle counts, texture memory, draw calls, frame time) without sacrificing the look.
- Collaborating with our engineers so your assets and effects integrate cleanly into a React Three Fiber codebase, with parts named and structured for interaction (e.g. a microscope's nosepiece, focus knobs, and stage must be individually addressable).
These are non-negotiable:
- Shipped real-time 3D in the browser with Three.js / WebGL . We need production work that runs in a browser β not offline renders, not Unity/Unreal-only experience. You will be asked to show interactive, in-browser examples.
- PBR material authoring β deep, practical command of metalness/roughness workflows, environment maps / image-based lighting, and transmission/refraction for transparent materials like glass and liquid.
- glTF / GLB asset pipeline β modeling or sourcing (Blender or equivalent), optimization (decimation, LOD, texture atlasing), and clean export with a sane node hierarchy and naming that downstream code can bind to.
- Real-time performance discipline β you think in triangle budgets, texture memory, draw calls, and frame time as a matter of habit, and you optimize for low-end hardware, not just your own workstation.
- GLSL shader ability β you can write and modify shaders for materials and effects, not only wire up premade ones.
- Real-time VFX / particle systems β believable, cheap effects (fluids, smoke/vapor, flames, splashes).
- Enough code fluency to collaborate in our stack β you can read and lightly modify JSX / React Three Fiber, and you understand how your assets are consumed at runtime.
- Experience with React Three Fiber specifically (not just vanilla Three.js).
- A track record optimizing for constrained devices (mobile, Chromebooks, low-end GPUs).
- Scientific, technical, medical, or educational visualization experience β anywhere accuracy of the depicted object mattered as much as its beauty.
- Comfort taking real-world reference seriously and getting proportions and details right.
Real-Time 3D Technical Artist Β· TechDigital Corporation