Ranjit Singh R.
Senior 3D Character Artist | WebGL, Unreal, Unity & GLB
Senior 3D Character Artist with 18+ years of commercial production experience, specializing in characters, creatures, avatars and production-ready 3D assets. I work across the full 3D pipeline from modeling and sculpting through optimization and real-time integration. My core production experience includes ZBrush, Maya, Blender, high/low-poly modeling, retopology, UVs, baking, PBR texturing, clothing, rigging and real-time asset preparation for Unreal Engine and Unity. Character & Avatar Solutions ✔ Game-Ready Characters ✔ Stylized & Realistic Characters ✔ Creatures & Monsters ✔ GLB / glTF Avatars ✔ VRM Avatars ✔ Character Customization ✔ Modular Character Systems ✔ Clothing & Accessories ✔Facial Blendshapes, Visemes & Lip-Sync ✔ ARKit Facial Blendshapes & Facial Animation Game & Real-Time Assets ✔ Unreal Engine & Unity Integration ✔ Props & Environment Assets ✔ Game-Ready Assets ✔ Optimization & LODs ✔ Real-Time Performance ✔ 3D Printing & Collectibles ✔ Product & Visualization Assets WebGL & Interactive 3D I also create interactive 3D experiences and tools using Three.js, WebGL, JavaScript and GLB/glTF workflows, including browser-based 3D applications, avatars, environments and interactive assets. Technical & Development Alongside traditional 3D production, I'm expanding further into the technical side of production, including Unreal Engine Blueprint, Python application/tool development and Python automation. I can work across artistic and technical requirements where 3D production, real-time engines and custom tools overlap. I'm also developing my capabilities into game development with Unreal Engine and Unity, building on my existing real-time production experience. AI-Assisted Workflows My foundation is in traditional 3D production, but I'm comfortable incorporating AI-assisted tools where they genuinely improve the workflow—for ideation, reference exploration, iteration, automation, development and other production tasks. I use AI as an additional tool rather than a replacement for established 3D workflows, maintaining control over the final artistic quality, topology, optimization and technical requirements. Production Pipeline ✔ Digital Sculpting / ZBrush ✔ High & Low Poly Modeling ✔ Retopology / Topology Optimization ✔ UV Mapping & Baking ✔ PBR Texturing ✔ Clothing & Garment Workflows ✔ Rig-Ready Delivery ✔ Unreal Engine / Unity ✔ GLB / glTF / VRM ✔ Real-Time Optimization I'm comfortable working independently or as part of an established production team, adapting to different artistic styles, technical requirements and production pipelines. Whether you need a single production-ready asset or ongoing production support, I focus on clear communication, reliable delivery and assets that are ready to use—not just good-looking renders.
Earnings and projects
Last 6 months ÷ 6
Last 6 months: $898
Billed in all: $30,892$31k
$299 in the last 6 months
Across 119 contracts
Earnings, last 30 days
Skill rankings: Top 21% in Autodesk Maya
Ranked by MRR among everyone on Upwork with the skill.
- #14Topology Optimization51 freelancers · 🇮🇳 #2Top 27%🇮🇳#2 of 7
- #24Creature Design92 freelancers · 🇮🇳 #3Top 26%🇮🇳#3 of 6
- #793D Clothing Design284 freelancers · 🇮🇳 #8Top 28%🇮🇳#8 of 32
- #93UV Mapping329 freelancers · 🇮🇳 #5Top 28%🇮🇳#5 of 26
- #95MarvelousDesigner370 freelancers · 🇮🇳 #6Top 26%🇮🇳#6 of 28
- #121Character Modeling366 freelancers · 🇮🇳 #14Top 33%🇮🇳#14 of 39
- #200Game Asset606 freelancers · 🇮🇳 #24Top 33%🇮🇳#24 of 71
- #203Three.js703 freelancers · 🇮🇳 #29Top 29%🇮🇳#29 of 102