I am searching for a Blender technical artist / real-time 3D optimization artist to optimize an existing high-complexity real estate scene for WebGPU-based Three.js delivery using GLB.
The Three.js/WebGPU pipeline is already in place. This is not a modeling-from-scratch or rendering role; the focus is on optimizing an existing heavy Blender scene so it is performant, clean, and export-ready as GLB.
Required skills:
Retopology and poly reduction while preserving visual fidelity
Topology, normals, transforms, hierarchy, and naming cleanup
UV optimization, texture baking, and texture atlasing
Lightmap UV preparation and baked lighting/lightmaps where appropriate
LOD generation and material reduction
Draw-call awareness and compression-friendly geometry
Clean Blender-to-GLB export workflow
Familiarity with real-time/browser 3D pipelines such as Three.js, WebGPU, Babylon.js, PlayCanvas, Unity, Unreal, AR, or VR
Deliverables:
Optimized Blender file and export-ready GLB
Before/after report covering triangle count, vertex count, material count, texture count/sizes, GLB file size, and visual comparison
Notes on baked maps, lightmaps, texture atlases, LODs, removed/merged objects, and compression recommendations
Clean scene hierarchy with applied transforms and sensible object/material naming
Please include relevant optimization examples, ideally with before/after metrics, screenshots, wireframes, UVs, texture/lightmap examples, and real-time/web/game-engine output.
3Shape to Blender plugin i created for a client few years back. Key challenges other than optimization (1 Gig to 10 mb file size) includes attachments recognition, teeth grinding over time (different stages) and generate reverse transforms.
BTW, blender plugin deployed with cmdline and headless blender mode as well for batching as they have to deal few 100 cases per day.
Managed to open repo and export benchmarks…(as pdf)
This is exactly the work I do — taking heavy Blender scenes down to
web-ready GLB for real-time playback. A few specifics on your list:
Retopo / poly reduction with fidelity: daily practice. I develop on a
low-end GPU (AMD RX550), which is unforgiving — scenes either hit budget
or they don’t run, so I’ve learned where triangles actually buy visual
value.
UV + texture baking + atlasing, lightmaps, LOD, material/draw-call
reduction, clean hierarchy/naming, applied transforms — standard in my
export workflow.
Deliverables line up directly: optimized .blend + export-ready GLB,
before/after report (tris/verts/materials/textures/GLB size + side-by-side
visuals), notes on bakes/lightmaps/atlases/LODs/compression.
Could I see the scene (or a sample) to give you an honest target triangle/
size budget before agreeing on scope? Makes the estimate real, not a guess.
I can share a couple of sanitized before/after examples from my own work
(real-time viewer on low-end hardware). DM here works, or let me know your
preferred email.