Project description
We are seeking generalist 3D artists with experience in both real-time and cinematic rendering and a strong understanding of contemporary workflows. The project focuses on training machine learning networks designed to assist artists and game developers by enhancing rendering performance and quality. The training process addresses a wide range of complex scenarios in advanced shading, lighting, motion, post-processing, upscaling, and antialiasing. Each scenario requires high-quality ground truth data that accurately reflects production standards in cinematic CGI and game development. Throughout the project, artists will work with various modern, industry-standard technologies and software. The primary rendering engines used include Blender Cycles, Unreal Engine, and custom renderers based on GLTF, USD, and MaterialX data.
Responsibilities
SKILLS
Must have
Nice to have
Character sculpting and being able to create a photorealistic human from scratch, using common modeling techniques (sculpting in ZBrush or Blender, making animation-ready topology and facial animation morphs). Animation and rigging. The project occasionally requires work with animation assets, motion capture and motion matching data, so the artist's ability to modify character's skeleton and rigging (in context of Blender and Unreal Engine) according to the task would greatly streamline the process. Any experience with this process would be appreciated, including something as simple as UE5 skeleton retargeting. Familiarity with MaterialX and OpenPBR. One of the major parts of the project is related to the cutting edge of rendering technology, such as Academy Software MaterialX and OpenPBR standards. Familiarity with them will be a great headstart for an artist working on related tasks. Experience with UE5 Substrate - a new advanced material system designed to work with path tracing, and a skillset closely related to MaterialX and OpenPBR.