[Hiring] Freelance Blender Artist — 3D Hair Grooming & Geometry Nodes Specialist, Gurgaon, Long-Term
Hey everyone,
We are one of India's leading names in hair transplant — multi-city, well-known in the space, and currently building something that has not been done in this industry before.
We are developing a 3D scanning and AI-based surgical planning system. Before every surgery, we scan the patient's scalp with a professional structured light 3D scanner. That scan produces a photorealistic three-dimensional model of the patient's actual head. Your job is to take that scan and produce a clear, patient-facing visualisation — showing simulated hair growth in the planned recipient zones, graft distribution, and stage-by-stage coverage.
This is not a film render. This is not a game asset. This is a clinical consultation tool. The patient looks at a screen and sees — for the first time — what their own scalp will look like after surgery. Your work makes that moment possible.
What you will actually be doing:
→ Importing structured light scan files (OBJ + MTL + JPG texture) into Blender and working with real-world scan mesh quality — not clean topology, not hand-modelled assets → Targeted sculpt work on the recipient zone boundary — Flatten and Smooth brushes, not full-model cleanup → Texture painting for skin tone correction in edited zones — Clone brush, Blur brush → Building and maintaining a reusable hair preset library using Geometry Nodes — early stubble, 6-month coverage, 12-month full coverage, hairline-specific, crown-specific → Applying and adjusting hair grooming per patient — hairline angle, density per zone, direction, colour match → Producing clean final renders within a pre-configured template — consistent lighting, consistent output, every time → Over time — helping us develop and refine an automated pipeline to reduce per-patient processing time significantly
You are probably the right person if:
→ You have strong hands-on experience with Blender hair grooming — specifically Geometry Nodes hair systems and hair combing. This is the most important skill. Everything else can be learned on the job → You have worked with 3D scan data before — you know what a messy, high-poly scan mesh looks like and you do not panic when you see one → You understand that Flatten brush in Sculpt Mode and Clone brush in Texture Paint are your best friends in this workflow — not box select and delete → You do not over-engineer. You can produce a clean, patient-understandable output without turning it into a film production → You have used a pen tablet — a Wacom Intuos or equivalent. Not mandatory but strongly preferred → You can work to a 45-minute-per-patient standard once the workflow is learned → You are based in Gurgaon or can work from Gurgaon. This starts as freelance but we need someone available consistently — this is long-term, not a one-time project
This is NOT for you if:
→ Your entire background is film VFX or game character art and your instinct is to retopo everything you see → You quote 7-8 hours per patient for what is fundamentally a targeted cleanup and hair grooming task → You have never worked with geometry nodes hair systems and think particle hair from 2019 is the same thing → You need detailed handholding on every scan — the workflow will be documented and trained, but we need someone who can think independently once they understand it → You are not based in or able to work from Gurgaon
What this engagement looks like:
→ Freelance to start, with long-term ongoing work as the system scales → Gurgaon based — in-person collaboration with the team → You will be working directly with the people building this system — not through layers of management → As our AI automation pipeline develops, your role will shift toward quality review and complex case handling — less mechanical cleanup, more judgment-driven work
Drop your portfolio with specific examples of hair grooming work in Blender — geometry nodes preferred. Tell us briefly how you would approach working with a raw structured light scan mesh. Generic applications will be ignored.
Posted Apr 8, 2026, 1:02 PM UTC