Texture Painting and Shader Development. Must be capable of creating painterly, stylized, procedural, and photorealistic textures.
Greater Los Angeles Area
May 20, 2022
The ideal candidate must have a critical eye with their own work and the work of others, be able to follow reference material and concept art, stay organized, solve problems, and work well with a team.
- Work with other artists to achieve a specified look, based on 2D concepts, and maintain a consistent level of quality across all assets.
- Provide timely constructive feedback and concise directions on textured assets as needed to vendor studio/in-house production artists.
- Supervise in-house artists and freelancers on creative feedback as well as maintaining asset schedule.
- Review files and troubleshoot issues to ensure the pipeline continues running smoothly.
- Texture 3D characters, props, and sets within Substance Painter, Mari, and Photoshop.
- Set up Maya shaders and use them to achieve desired looks.
- Modify UVs for texturing when needed.
- Must have a portfolio and demo reel that demonstrates look development skills.
- A minimum 5 years of experience in the television, gaming, or feature film industries.
- Excellent artistic, painting, and texturing skills.
- Knowledge and experience in Mari, Maya, Substance Painter, and GPU rendering.
- Mastery of Maya shading networks and capabilities.
- Understanding of UV layout and principles.
- Ability to create high quality texture maps, including all supporting shader attributes (specularity, refraction, bump/displacement, etc.).
- In-depth understanding of color theory and application.
- Strong understanding of how other CG disciplines operate (modeling, rigging, lighting).
- Excellent verbal and written communication skills.
- Ability to multitask, prioritize competing demands, and follow through on tasks.
- Must be flexible enough to switch between artistic and technical roles given the needs of the show.
- Experience with Python and MEL is a plus.
- Understanding of front and back-end processes using tools like ShotGrid/Shotgun and Deadline.