VFX Artist and 3D Artist Required

3D EFFECTS ARTIST

While we are always on the lookout for emerging talent, our need of the hour includes:
Texturing, Character Animation and Dynamics. Artists should have a minimum of 4 years experience. Their show reels should show good progress in their creative and technical quality over time.

Requirements

  • 2-3 years of experience in Commercials, Movies and CG animation.
  • Highly experienced in Maya and Photoshop.
  • Strong attention to detail and a good understanding of color theory, lighting and composition.
  • Experience creating both photo-realistic and non-photo-realistic visual effects.
  • An understanding of computer graphic fundamentals and video game art production pipelines.
  • Ability to establish priorities and multi-task efficiently within a high-pressure environment while meeting strict deadlines.

2D COMPOSITOR

Requirements

  • 3+ years production experience with node based Compositing programs such as Nuke and/or After Effects.
  • Extensive knowledge of current compositing software such as Nuke and After Effects.
  • Knowledge of various other programmes including Photoshop and Boujou.
  • Working knowledge of Lighting within Maya a plus, but not essential.
  • Working knowledge and understanding of studio production pipeline.
  • A good eye for composition, colour, light and shadow.
  • Must have strong communication skills and the ability to work within a team in our fast paced production environment.
  • Must be self motivated and have a strong desire to produce the highest possible quality of work within our production schedule.
  • Ability to take direction and willingness to address comments and make changes.
  • Must have strong demo reel showing high level of ability in compositing shots in either an animation or live action pipeline.
  • Good knowledge of Maya/After Effects software Fresher can also apply.

To apply, please send your resume, reel and reel breakdown to the address below.

LABYRINTH CINEMATIC SOLUTIONS PVT. LTD.
S # 407, Stanford Plaza, Plot No. B / 65,
Off. New Link Road, Andheri (W),
Mumbai – 400 053
Tel: 022-42176999
E-mail :- jobs@labyrinth.in

VFX Artist and 3D Artist

3D EFFECTS ARTIST

While we are always on the lookout for emerging talent, our need of the hour includes:
Texturing, Character Animation and Dynamics. Artists should have a minimum of 4 years experience. Their show reels should show good progress in their creative and technical quality over time.

Requirements

  • 2-3 years of experience in Commercials, Movies and CG animation.
  • Highly experienced in Maya and Photoshop.
  • Strong attention to detail and a good understanding of color theory, lighting and composition.
  • Experience creating both photo-realistic and non-photo-realistic visual effects.
  • An understanding of computer graphic fundamentals and video game art production pipelines.
  • Ability to establish priorities and multi-task efficiently within a high-pressure environment while meeting strict deadlines.

2D COMPOSITOR

Requirements

  • 3+ years production experience with node based Compositing programs such as Nuke and/or After Effects.
  • Extensive knowledge of current compositing software such as Nuke and After Effects.
  • Knowledge of various other programmes including Photoshop and Boujou.
  • Working knowledge of Lighting within Maya a plus, but not essential.
  • Working knowledge and understanding of studio production pipeline.
  • A good eye for composition, colour, light and shadow.
  • Must have strong communication skills and the ability to work within a team in our fast paced production environment.
  • Must be self motivated and have a strong desire to produce the highest possible quality of work within our production schedule.
  • Ability to take direction and willingness to address comments and make changes.
  • Must have strong demo reel showing high level of ability in compositing shots in either an animation or live action pipeline.
  • Good knowledge of Maya/After Effects software Fresher can also apply.

To apply, please send your resume, reel and reel breakdown to the address below.

LABYRINTH CINEMATIC SOLUTIONS PVT. LTD.
S # 407, Stanford Plaza, Plot No. B / 65,
Off. New Link Road, Andheri (W),
Mumbai – 400 053
Tel: 022-42176999
E-mail :- jobs@labyrinth.in

Nuke Camera Tracker Solve Questions

I’m trying to camera track a roof with an actor hanging on wires. This is a wire removal job basically.
First I created a holdout roto for the actor and the wire masking of the moving objects. Then I used the camera tracker and tracked the background of the shot, which is the roof. I solved the camera and got a RMS error of less then 0.8 Pixels. Now since the roof isn’t straight I don’t know how to setup the ground plane. My main problem is to setup the correct coordinate system so that I can place a card correctly in the scene. I tried to select tracking points and define z and x axes. When I did this, I always switched between 3D and 2D view in the viewer in order to find two points that I thought might be correct in 3D space giving me either the x or z axis. So as I’m looking for two points I found out that the tracking points that are closer to the camera in the 2D viewer are the furthest away in the 3D viewer?! And viceversa: points that are far away from the camera in the 2D viewer are close to the camera in 3D view mode. Does anyobody now what I’m doing wrong? Maybe someone can enlighten me…

Thanks in advance for any help, I really appreciate it!
smarty

Effects Studio That Made a Great Shoe

Dashing built the shoe shaped house in Maya and Mental Ray over a two-week period, experimenting with different window shapes, flo…

Interview with Rango/ILM

Pixologic just released a great interview with the art department at ILM highlighting the creative process and team behind Rango

NEW 4KAY STORY POST: Autodesk Smoke: Better keys and more with Pixel Spread!

Hi All,

I have posted a new video to the 4Kay Story…..

Autodesk Smoke: Better keys and more with Pixel Spread!

Are you always fighting to get the perfect edges on your keys? In Autodesk Smoke, Pixel Spread is an interesting tool that can help fix these issues as well as be used in other technical and creative ways.

Pixel Spread is included in our FlameFX toolset, and is a great technical tool that allows you to address multiple issues. In this video I cover 4 typical scenarios for which Pixel Spread can be a major helper in your workflows:

1. Fixing bad edges on a key
2. Pixel based warping with a traveling alpha channel
3. Working with pre-multiplied graphics with CGI-compositing
4. Accurate pixel warping with a vector map (different from normal displacement)

Check it out at http://area.autodesk.com/blogs/discreetuk or my YouTube Channel – creativefinishing


There are many other uses of pixel spread, which I am still looking into, so I’ll keep those for another video…

Remember that all of this technology is GPU accelerated so it is very fast and the results are clean and sharp.

I hope that you’ll enjoy using Pixel Spread as much as I did when making this video… It’s really powerful!

For more information about Smoke: http://www.autodesk.com/smokeonmac

Thanks again for all the feedback. Please keep it coming…

Have a great weekend!

Regards
Grant

Indication for approaching a compositing trouble? please

Hi evereybody! =0)

i’m new bie in compositing and nuke.

I have 2 video merged with thi node as in nodes_holo.png (attached to this post)
the result is crop.mov (attached to this post)

the final result is this in my other post here
here the video http://www.youtube.com/watch?v=hJi_q4ZJaAE

PROBLEM: the camera has the same "fixed position" for both the 2 video. but for the second there was different "light"…

i need to indicate "HOW CAN I APPROACH?" this problem… suggestions for the nodes that i have to involving????

Attached Thumbnails

Click image for larger version

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Attached Files
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Silhouette moblur techniques

Sry for the placement of this thread. Not sure where to post it.

I’m keen to know what techniques people use when the default setting for moblur in SFX simply don’t work. I refer really to the more pronounced moblur shots which often leaves the soft edges far too exaggerated and the hard edges way too eroded. I find you can compensate for one of these but not both (well not with only one shape).

At present the method I am adopting is roto’ing initially to the soft edge (which basically leaves the hard edge hideously eroded). I then duplicate my shapes. With these duplicates I remove the moblur and give them a slight inner blur. This has the effect of bringing back the hard edge with a hint of softness to blend with the soft edge. With this method I get reasonable results.

However, is there a simpler way? If the shot demands 40 shapes then my current workflow of having to duplicate all these and fiddle with the settings is convoluted. I find messing with the moblur setting is fruitless because they apply to your shapes globally. So you may be able to line them up correctly for one shape but it puts all your others out of alignment.

(Perhaps I should mention I’m using V2.3. I don’t know if the mblur settings for v4 are improved or not).

I just wondered if people could share some of their techniques for combatting this…

create cam from current viewer

Hi, is there any way i can create new camera based on current perspective view ? if it’s not a single click , maybe by copying/pasting ? can i get current setting for current perspective ? focal length and transformation ? so i can use this data to be pasted to new camera.

thanx

Outcasts: Creating the Darkside of space

Outcasts: Creating the Darkside of space

Outcasts_featured

Darkside Animation recently produced more than 300 visual effects shots for Outcasts, an eight part BBC series that aired earlier this year. In the show, a group of pioneers forge a new life on the fictional planet of Carpathia. This is an fxinsider interview at fxguide with Darkside’s Simon Percy and Andrew Bishop about creating spaceships and terrestrial effects for the series.