Project description
We're looking for generalist 3D artists experienced in both real-time and cinematic rendering with a strong understanding of common modern workflows. The project is focused on training ML networks that eventually will help other artists and game developers with improved performance and quality of rendering. Training process covers a multitude of complicated cases in advanced shading, lighting, motion, postprocess, upscaling and antialiasing - each of which requires high-quality ground truth data, accurate to production realities of cinematic CGI and game development. During the project artists are expected to work with various modern industry standard technologies and software, with the main target rendering engines being Blender Cycles, Unreal Engine and custom renders 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.