Technical 3D Artist: MetaHuman-to-Web Specialist The Objective I am seeking a highly skilled 3D Technical Artist to bridge the gap between Unreal Engine’s MetaHuman framework and Three.js. The goal is to produce a photorealistic, half-body .GLB avatar that maintains high visual fidelity while remaining performant for web-based real-time rendering. Key Responsibilities MetaHuman Optimization: Export a MetaHuman from Bridge/Unreal Engine and perform aggressive but "smart" mesh optimization. Half-Body Conversion: Strategically crop the mesh at the waist, ensuring a clean termination point or a faded alpha transition for the torso. Texture & Shader Baking: Convert complex MetaHuman skin shaders into PBR-compliant textures (Albedo, Normal, Roughness, AO) optimized for the GLB format. Rigging & Animation: Retarget and embed multiple animations (e.g., idle, speaking, gesturing) into the single GLB file as separate animation clips. Three.js Compatibility: Ensure the final model passes GLTF validation and renders correctly using GLTFLoader, maintaining realistic lighting and skin-feel in a web environment. Technical Requirements Software Proficiency: Unreal Engine 5 (MetaHuman Creator), Blender or Maya (for retopology and baking), and GLTF-Pipeline. Texture Mapping: Expert knowledge of UV packing to maximize texture resolution for the face and upper body while keeping file sizes under 20-30MB. Format Mastery: Deep understanding of .GLB / .GLTF extensions (KHR_materials_unlit, KHR_draco_mesh_compression, etc.). Performance Tuning: Ability to reduce draw calls and manage polygon counts (keeping the half-body under 50k–80k tris) without losing the "photoreal" look.