3D Artist
SummaryI'm looking for an experienced Blender modeler to clean up and improve a set of existing .glb models used in a web-based 3D product configurator. The models are built, but they need someone who knows GLB/glTF well to fix visual problems and prepare them for use in the app. What you'll do:-Import and inspect existing .glb files in Blender, then fix geometry problems like flipped normals, bad shading, overlapping faces and stray vertices-Fix and improve textures, materials and colors so they look accurate and consistent across the set (PBR workflow: base color, metallic/roughness, normal maps)-Fix UV mapping issues that cause stretched, blurry or misaligned textures-Place accurate, consistently named anchor points (empties/nodes) on each model so parts can attach and line up correctly in the configurator-Set origins, pivots, scale and orientation consistently across all models-Export clean, optimized .glb files that load quickly on the web without losing visual quality Requirements:-Strong Blender experience, with a portfolio showing hard-surface or product models-Deep working knowledge of the glTF/GLB format, including how Blender materials, node hierarchies and transforms export to it-Experience with PBR materials and texture baking-Experience preparing assets for real-time or web rendering (three.js, Babylon.js, model-viewer or similar)-Precise and consistent: anchor points must be exact and follow a naming convention across the whole set-Clear communication, and willingness to share progress screenshots or renders along the way To apply, please include:-Links to relevant work, especially GLB/real-time assets or product models-A short description of how you'd approach cleaning up an existing GLB and setting up attachment points across a set of models-Your availability and estimated turnaround for a first test model