Studio: Technicolor Studios
Job Opening: Key Artist – Texturing
Location: Bengaluru, Karnataka, India
Type: Full-Time, Remote
Responsibilities:
- Should be good at visualizing the final look of an asset by looking at the concept or create a visual plan when the visual target is not defined.
- Needs to source references and create mood boards to create the vision for the design based on the given inputs and briefs.
- Is responsible for delivering the best VFX asset by following the supervision team and clients’ creative vision.
- Should be very creative and come up with plans and communicate through quick dailies that will help to fast track decision making at different levels.
- Meet production schedules and set deadlines while maintaining the highest standards.
- Supports artists by creating templates in Mari, Nuke, and Katana.
- Takes group responsibilities for his/her shot teams and guides artists in workflows and maintaining the quality of the assets.
Qualifications & Skills:
- Good understanding of all stages of Asset Pipeline and fair knowledge of VFX and CG productions.
- Solid knowledge of anatomy, sense of design, form, scale, and proportions in space.
- Needs to have a thorough understanding of hero character or creature vehicle/hard surface/prop/env/ builds from photo reference or even conceptual designs.
- Work on textures for art-directed fantastical creatures, vehicle designs, and animals.
- Work on textures for lodA+ Digital humans/actors and art-directed environments.
- Work on sculpting and create displacements including 2D displacements for realistic details.
- Setup shaders and lookdev assets to closely match references and real-world materials.
- Establish looks and pass down repeatable set-ups/templates for artists to deliver multiples of similar builds.
- Setup lookdev for main hero assets and materials which can be later reused by artists for other builds such as crowds and variations.
- Creates Mari scenes and nuke-script templates that will allow artists to speed up their workflow and create secondary maps like ISOs, SPECR, and displacements.
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