09 Mar

Technicolor Character Artist - Bangalore - Rockstar India

Position
Technicolor Character Artist
Company
Rockstar India
Location
Bangalore KA
Opening
09 Mar, 2017 30+ days ago

Rockstar India as the company that open the jobs vacancy, have some qualification and spesification especially for the Technicolor Character Artist jobs vacancy. To find out more information and about qualification and spesification details, walkin interview schedule, the address of the company, the company contact info (email/phone number) of Rockstar India company, please start to apply for the job vacancy with fill the jobs application with click the 'Apply This Job' button below.

Rockstar India partners with Technicolor in Bangalore for art and animation. Rockstar India is seeking a Character Artist to be employed by Technicolor but who will work exclusively on Rockstar projects. Our teams located at Technicolor have worked on several major Rockstar titles including Red Dead Redemption, L.A. Noire, Max Payne 3, and Grand Theft Auto V.
Character Artists design, build and texture both the people and creatures that populate our game worlds. The successful candidate will work within a larger global team that is passionate about making industry leading AAA games. The ideal candidate has extensive experience in modeling, sculpting, and texturing a diverse range of human characters and creatures of all types to competitive, world-class standards.
We highly prize an ability to demonstrate exceptional digital sculpting skills and understanding of both human and creature anatomy; garment and clothing drapery and garment construction detailing; and clothing accessories, as they relate explicitly to specific real-world references and individual concepts, mood boards and directed styling cues. The successful candidate should be well versed in current game art production methodology, and be passionate in their approach to future workflows and applicable techniques. RESPONSIBILITIES
Generate a broad range of specified characters for various uses to our proscribed asset generation pipeline and task brief. Where directed, research and identify real world reference content within the briefed task or supplied mood board or concept art.
Create and texture high quality 3D models with an appropriate construction methodology, texture sizes, UV usage and required shader pass elements – including sculpting in ZB, modelling in 3DSMax and texturing in Photoshop, along with other related pipeline character tools.
Ensure these assets are always within technical, creative and engine specifications and are created to the given timescale and task brief.
Demonstrate knowledge and ability to contribute to skinning and rigging tasks; using internal tools and techniques as specified by engine constraints for body human body, facial and bipedal and quadrupedal creatures.
Establish that you are working to the very best of your ability and that you continually contribute to the overall success of the projects.
Work along with production management to accurately log data and progress all daily bugs and include estimated timeframe for completion across all team members.
Be proactive in problem solving and highlighting task related workflow issues within bug tasks and via internal communications.
Work to the priorities as set by the Project Producer and internal management. REQUIREMENTS
Comprehensive modeling and texturing portfolio showing a varied range of 3D character art completed to the highest standards.
Extensive experience using ZBrush for sculpting, 3DStudio Max for modelling and asset construction, and Adobe Photoshop for texturing; alongside other relevant production packages for baking and re-topology.
A full and confident understanding of all current generation production workflows, as they pertain to character and creature art asset production and requirements of related departments, specifically rigging and subsequent animation.
Keen understanding and appreciation of structure and construction/silhouette in respect of modelling – resolution and density of game assets relative to world scale, engine requirements as briefed, and exceptional mesh topology skills.
A detail obsessed eye for creating and manipulating texture maps for shader passes - diffuse, normal, specular roughness, dirt and weathering etc. - and excellent understanding of the value of maximising UV space for these textures.
Critical awareness of the expense/cost of a game asset relative to the target engine/rendering requirements – poly counts and texture sizes.
Strong English language communication skills (reading, writing, speaking) required. DESIRED
5+ years relevant development experience.
Have shipped current and next generation console titles as a Leading production artist.
Strong traditional art foundations: including but not limited to observational drawing, photography, painting, sculpting, colour theory and technical illustration.
Willingness to test and practically use new workflow tools, both internal and 3rd party.
Strive to implement new techniques that increase art quality and efficiency across disciplines.
Deep understanding and love of era-specific contemporary culture. SKILLS
A great team-player: Self-motivated with fantastic, amenable and cogent communication skills.
Able to accurately follow common goals and time-driven set tasks whilst working under own initiative.
Effective time management skills to deliver the brief to deadlines without sacrificing quality.
Skilled at feeding back on task progress to Leads and line managers.
Ability to collaborate effectively with other related team disciplines as required.


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