Mechanical Engineer Modeler

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EngineeringMechanical Engineer
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Role Summary We are seeking a motivated 3D Modeler to create high-fidelity,

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EngineeringMechanical Engineer
Role Summary We are seeking a motivated 3D Modeler to create high-fidelity, real-time 3D assets used in immersive Virtual Reality (VR) training experiences and also to create VR content on simple plate-form. This role sits at the intersection of mechanical engineering and modern real-time / game-engine pipelines. The successful candidate will convert complex engineering inputs—such as CAD models, drawings, bills of material, and technical specifications—into accurate, optimized, and visually clear 3D assets suitable for interactive VR training environments. This position works closely with VR developers, instructional designers, and engineering subject-matter experts to ensure all assets are technically correct, performant on target hardware, and aligned with instructional intent. Key Responsibilities Engineering-to-VR Asset Creation • Translate complex mechanical drawings, CAD models, and specifications into accurate, VR-ready 3D models and assemblies. • Maintain correct scale, tolerances, interfaces, and part relationships consistent with engineering intent. • Interpret incomplete or ambiguous engineering data and collaborate with subject-matter experts to resolve issues. • Build assemblies and sub-assemblies suitable for interactive training, including exploded views and service-oriented breakdowns. Real-Time Optimization for VR • Create real-time-ready geometry using best practices for VR and game engines, including clean topology, efficient UV layouts, and appropriate polygon budgets. • Generate and manage Levels of Detail (LODs) to ensure stable frame rates in VR environments. • Bake high-poly detail into low-poly assets using normal maps and supporting texture maps. • Optimize assets for draw calls, texture memory usage, and shader complexity based on VR performance constraints. Texturing, Materials, and Visual Clarity • Create high-quality Physically Based Rendering (PBR) materials using metal/roughness workflows. • Produce textures, decals, and material variants that enhance realism while supporting training clarity. • Develop visual variants such as simplified models, cutaways, highlights, and color-coded components to support instructional goals. • Ensure materials respond correctly across varied lighting conditions used in VR training scenarios. Workflow, Reviews, and Delivery • Follow a consistent end-to-end modeling pipeline from CAD ingestion through mesh preparation, optimization, texturing, review, and final polish. • Prepare assets with clean hierarchies, pivots, naming conventions, and documentation for seamless integration into VR applications. • Participate in design and technical reviews, incorporating feedback from engineers, developers, and instructional designers. • Maintain organized source files and documentation to support reuse, updates, and long-term asset maintenance. Required Qualifications • 3+ years of professional experience creating real-time 3D assets for VR, games, simulation, or interactive training. • Strong proficiency with at least one major DCC tool such as Blender, Maya, or 3ds Max. • Demonstrated experience with real-time asset optimization, including LODs, baking, and texture optimization. • Hands-on experience with PBR texturing workflows and material creation. • Mechanical engineering background (degree or equivalent practical experience) with the ability to interpret technical drawings and CAD data. • Portfolio demonstrating hard-surface and mechanical modeling with evidence of real-time optimization. Preferred / Nice-to-Have Qualifications • Experience developing assets for industrial equipment, manufacturing tools, or technical training content. • Familiarity with Unity or Unreal Engine for validating scale, lighting, and performance. • Experience working with CAD-to-real-time conversion pipelines. • Understanding of VR-specific usability considerations such as scale perception, visual comfort, and interaction clarity. Tools & Technologies • Modeling / DCC Tools: Blender, Maya, 3ds Max (ZBrush optional for high-detail sculpting) • Texturing & Materials: PBR workflows, Substance Painter or equivalent tools • Optimization Techniques: LOD generation, texture atlases, normal map baking, polygon and draw-call optimization • Real-Time Platforms: Unity and/or Unreal Engine (for asset validation and integration support) • File Formats & Delivery: Real-time optimized formats such as FBX and glTF, with clean hierarchies and documentation ## Qualifications ### Education: Bachelor's Degree ### Skills ### Certifications: ### Languages: ### Years of Experience: Up to 1 Year ### Work Experience: ## Additional Information ### ### Shift: Day (India) ### ### Travel: No ### ### Relocation Eligible: Yes ### Referral Payment Plan: Employee Referral (Standard) Applied Materials is an Equal Opportunity Employer committed to diversity in the workplace. All qualified applicants will receive consideration for employment without regard to race, color, national origin, citizenship, ancestry, religion, creed, sex, sexual orientation, gender identity, age, disability, veteran or military status, or any other basis prohibited by law.

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Posted
May 28, 2026
First seen
May 28, 2026
Last seen
May 28, 2026

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May 28, 2026

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appliedmaterialsMechanical Engineer Modeler