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
- Create a wide variety of 3D assets and compose 3D scenes, working individually or as part of a larger team depending on the scene complexity.
- Deliver content ranging from interior and exterior environments to individual hero assets and props, as well as characters.
- Cover a wide range of styles, from photoreal architectural visualization to sci-fi or fantasy scenes, with quality and techniques matching the current generation of game graphics.
- Handle custom content creation workflows and adapt or improve existing assets, targeting performance or cinematic quality, or finding a balance between both.
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Mandatory Skills Descriptio
Solid experience working with content for Unreal Engine or other modern game engine (at least 5 years). Understanding of PBR workflows, material composition and optimization, comfortable working with both UDIM and trim sheet workflows. Familiarity with procedural workflows in Unreal and Blender.
Experience building and texturing both game-ready and cinematic assets in Blender - knowledge of common texturing pipelines for Unreal, Cycles using procedural approaches where appropriate. Experience with layered BSDF shading workflows.
Solid experience with creating game-ready environments with lighting, simple animations and camera work.
Some experience with characters is required - artists need to be able to adjust character materials to properly highlight skin, cloth, hair, create new material maps for SSS and translucency, wrinkle maps. Pose and set up facial expression, being able to redo the hair system from scratch (improve from card-based to curve-based, as an example).
Portfolio is mandatory. We're looking for examples of complete environments and high-quality props on display with breakdowns for material and procedural systems nodegraphs, UVs, topology, animation examples where appropriate.
What do we offer our employees
👩 ⚕️ LuxMed healthcare, including dental care and life insurance
🏋🏽 ♀️ MyBenefit program (sports card, wellness program, etc.
🏠 Remote (or hybrid) work
🖋 Stable employment under an employment contract
🏦 Special banking service
💻 Equipment, such as a laptop and monitor
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