Sr. 3d Artist required for a Video Game Development Company

A dubai based video game development studio is currently looking to hire a Sr.3d artist for their next gen AAA console title

Duties and Responsibilities:
– Creates high poly and low poly 3D models.
– Ability to model and texture characters, Vehicles, Environments and props.
– Works with art director or senior artist to understand art direction and style requirements
– Works with concept artist to ensure that translation from 2D to 3D captures the look and feel
– Understands the needs of animation team and ensures that model functions as requested
– Modeling and texturing (hand painted textures) based off of stylized concepts
– Collaborates with shader artist to create and tune shaders
– Create normal maps and high quality textures
– Creates model with clean topology (i.e. efficient mesh)
– Has solid understanding game engine, pipeline and workflow required for creating characters and uses this understanding to anticipate potential problems
– Understands memory constraints and works in proactive manner to ensure they are met
– Receives feedback and modifies work based on direction
– Follow schedules and meets deadlines

Special Knowledge, Skills:
– Ability to understand game engine and pipeline required
– Photoshop, 3d Max, Z Brush/MudBox, Maya required

A portfolio demonstrating outstanding modeling and texturing works is a must.

Please write 3d Artist in the subject line of Email.

Please mail us your works and resumes at vgjobsdubai@gmail.com

BEST REEL EVER!!!!

http://vimeo.com/6054507

Seriously, this is the demo reel that which all demo reels shall be judged! If I were hiring he would get Senior VP of awesome!

Hotkey to replace existing node?

I could have sworn there was a key I could hold down and drag a node over an existing (connected) node and it would swap the nodes, keeping the connections… was I on crack?

Things needed to know before tracking with PFTrack (or in general)?

Hello everyone, u might all know me from making the overlong thread, and yet i still havent overcome my problem despite actually getting somewhere.

now relating to that problem was probably due to the fact i didnt take come countermeasures before doing the actual filming, specifically the input data that PFTrack would preferably need when one is tracking a particular footage, stuff like ‘Principal Point (%), Film Back, Pixel Aspect and Focal Length’.

i assume all these are crucial parameters are what will probably make the track more accurate, and will also indeed help for whatever you plan to do with the tracking, in my case previously, attaching a 3d wireframe headmodel and have that onpar track with the person’s face.

but i was wondering if there is anything more than that i need to know aside from what i have just mentioned? In addition, i would also appreciate it if someone can help me know how to calculate or how to obtain such information, or what information to put in for the tracker.

Thanks, look forward hearing back from you lot 🙂

Matte Controls Contracting Issue

I’m bringing in a matte for a head I made in Mocha. How come when I try to contract the mask using Matte Controls, it barely does anything? I bring the slider all the way to the left, and it only contracts like a few pixels. If I were to use the "Erode" node in Nuke, it would do it perfectly. Am I doing something wrong?

DreamWorks Animation – FX Artists Needed!

DreamWorks Animation is currently looking for experienced FX Artists to work at our Redwood City, CA location.

Job Description:
* Designs & creates images, elements & effects
* Responsible for coding & providing support & documentation for tools created
* Solid understanding of Maya to be used for particle systems, fields, expressions, MEL scripts, soft bodies, rigid bodies, cloth dynamics & particle instancing/flocking
* Develop EFX systems & use EFX Systems developed by other animators
* Creatively solve problems & work with other departments to achieve goals of art direction
* Solve minor problems independently
* Strong artistic vision & ability to be creative
* Strong sense of design & composition
* Strong understanding of Animation & how things should look, feel & move
* Some experience writing scripts and/or programming is preferred
* Ability to multi-task on multiple shots
* Prioritize tasks
* Work on shots independently & efficiently
* Patient, willing to answer questions & mentor other artists
* Stays abreast of current technologies & attempt to implement them effectively

Qualifications:
* 2-3 years of experience involving simulations of natural phenomenon, particle systems, procedural modeling, procedural animation, hard and soft body dynamics and other similar effects
* Must have strong visual and technical skills
* Ability to work collaboratively in a high-end software and production environment
* A strong background in computer programming, preferably in C or C++ and UNIX
* An understanding of physical dynamics and natural phenomena is key

To apply, please send your resume, reel and reel breakdown to the address below.
DreamWorks Animation
1000 Flower Street
Glendale, CA 91201
Attn: FX Artist

www.dreamworksanimation.com

Importing Point cloud and camera data from Maya into Nuke

Hello all just wondering how you would get point cloud tracking data and the maya camera from maya into nuke. Any help would be greatly appreciated. 🙂

DPX colorspace issues

Hey ya’ll…

Have yet another color space issue to add to the list. I’m currently working to full HD DPX files. My question is this: should I be working to the default colorspace settings, with the Project Settings (Default LUT settings) set to Cineon when reading log files? Or should I create a new LUT in the project settings with a gamma of 2.2 (edit expression -> pow(x,2.2)), and change the read from Cineon to the new gamma 2.2? Keeping in mind that my viewer settings are set to sRGB.

Any help or suggestions would be greatly appreciated.

🙂

norgeKid

Interview: Capacity “Upgrade + Mobilize”

uandm-post
In the words of Capacity’s Ellerey Gave, “Before we became designers and animators and communicators, we were painters and illustrators and dreamers.”

Over the course of the last year and a half, Culver City-based Capacity has been working on an in-house short film while juggling client projects for companies like NBC, Cartoon Network and Toyota.

At long last, “Upgrade + Mobilize” is ready for the masses, and it’s definitely worth the wait. Mixing inspiration from Asian animation and art with their own polished aesthetic, Capacity has created a high energy, two and a half minute preamble to an epic battle of good vs. evil backed by beautiful audio from Plaid.

Motionographer was fortunate to get an advance interview with Ellerey about “Upgrade + Mobilize.” Check it out, along with some process work showing the development of this ambitious short film.

Read on…

Posted on Motionographer

Peppermill Berlin: “The Big Coup”


Peppermill Berlin recently created a fine visual essay for German rail company Deutsche Bahn. We’d normally Quickie this sort of thing, but the video comes with a special promise attached to it:

For every view of the above video, Deutsche Bahn will donate 10 cents to the “Bergwald Project,” which has worked over 20 years for the protection and preservation of forest ecosystems in central Europe.

For more on Deutsche Bahn’s green efforts, go here.

Posted on Motionographer