General Artist (Contract)
Orlando Florida United States
14 days ago
General Artist (Contract)
The General Artist participates in the texturing of characters, environments, and objects. The Generalist also performs lighting, rigging, and software rendering tasks. You will need to have a comprehensive understanding of the art production process for video games. The job requires that the artist can model any kind of asset at a high-quality level with either a very limited or a very high vertex budget. The artist will often take an asset that was modeled and textured under a very high budget and convert it to a very low budget but with the highest in perceived fidelity as possible. Likewise, UV and texture pages will need to be consolidated in a thoughtful manner. Facial likeness ability is essential in this position as the artist will fix likeness bugs on existing assets in addition to modeling characters and evaluating likenesses from outside vendors. A general understanding of rigging is required for tasks such as fixing rigging bugs, rigging from scratch, or transferring rigging from asset to asset. Experience with blend shapes is also a plus. A general understanding of lighting is important as the artist at times will need to pre-bake lighting into certain assets or set up real-time lighting for others.
What does EA look for:
- 2+ years ’ experience in environmental modeling and character art
- Bachelor's degree or higher
- Demonstrate realistic character art ability. Please provide a link your portfolio on the resume.
- Demonstrate the ability to model, texture, light, prepare, place, and edit in-game environments, lighting, and props
- Ability in working with Maya(expert), Photoshop(expert), Illustrator, Substance Painter, and ZBrush
- Experience in prototyping and working closely with diverse teams consisting of technical artists, artists, and engineers.
- Knowledge of latest industry-standard tools, workflows, and techniques including physically based rendering.
- Knowledge of past generation techniques like low poly modeling, palletizing, normal, spec, and color shading.
- Demonstrate an understanding of human anatomy, clothing construction (wrinkle behavior), proportion, silhouette and topology and how it relates to rendering and deformation.
- Demonstrate an understanding of a broad mix of character-related disciplines such as modeling, texturing, shading, rigging and binding, animation, facial animation, and blend shapes.
- Demonstrate an understanding of physical simulations such as cloth, hair.
- Demonstrate an excellent ability to interpret 2D reference material and scan data into 3D textured and surfaced models.
- Demonstrate an ability to document workflows to be used by all teams.
- Maintain a balance between visual quality and performance requirements
- Keep the artistic style consistent with defined visuals
- Experience using creative methods for maximum efficiency