External Lead Artist at Crystal Dynamics
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Latest comments
by Trilo Byte
8 hours ago

If you rig your character up as a standard SineSpace avatar and getting it working properly, then any clothing purchased (or that you make) in SineSpace should just work properly (if not, file a bug report). If you're rigging up your Daz3D content as a costume replacement (also known as a bypass avatar, since it bypasses the entire avatar, clothing, and attachment system), then you're on your own.

by ariana pham
8 hours ago

play game happy wheels

by Kaji
13 hours ago

Nice article. I would love to know if there is any cloth rigging tutorial or tool/plugin that could solve the typical mesh bleeding issue. For reference, I have issues with getting custom or bought clothes on a custom animated Daz3D Character in Unity. So far, the character looks good and work. The clothes fit in T-Position but once the animation starts, the vertices from the character bleeds through certain parts again and again. I've looked into the bones skin-weights but was not able to see anything to improve there. the problem grows once certain body-morphs alter the character (giving him more weight or muscles)

External Lead Artist at Crystal Dynamics
12 February, 2019
Art / animation

The Lead Artist will have a wealth of artistic experience in modeling, texturing and will be able to leverage past experiences towards creating realistic environments for the team's AAA title.

Salary: not mentioned
Company: Crystal Dynamics
Location: USA, Redwood City
Position type: Full-time
Remote job: no
Relocation Assistance: yes
  • Work with external partners to establish and deliver against the art delivery bar for our game projects.
  • Highly self-motivated with demonstrated ability to work efficiently and independently
  • Strong time management skills with a proven ability to focus on priorities and solve problems in a timely manner
  • Ability to demonstrate experience and talent in chosen field through examples within packages such as Maya, 3DS Max, Zbrush, Photoshop, Bodypaint, Motion Builder, etc
  • Effectively communicate thoughts and ideas with peers and supervisors, collectively working towards larger artistic goals
  • Work closely with development teams to establish/maintain visual target in production
  • Creates believable, photo-realistic 3D models and textures from concept art and photo reference
  • Take geometry from rough to finished states
  • Troubleshoots technical and artistic issues
  • Previous experience as an Artist, with at least three AAA games shipped
  • Experience using Maya and Photoshop
  • Understanding of next generation art techniques such as photogrammetry and PBR rendering.
  • Drawing (industrial design or comic book background), painting, and texturing experience a must
  • Great collaborative skills, rigorous analytical skills and strong creative drive a must
  • Must have the ability to conceptualize, present and execute ideas
  • Ability to work well within a team environment
  • Proven track record of strong organizational and communication skills (including interpersonal, writing and editing) with the ability to multitask, prioritize efficiently and meet deadlines
  • The desire to work in a challenging, fast-paced environment
  • Self-motivated individual
  • Thorough knowledge of the game development process
  • Excellent sense of form, mass, and volume
  • Passion for pushing the state of the art in asset fidelity and production techniques.
  • Ability to find solutions from a visual, production, and technical perspective.
  • Proficient in next-gen asset creation
  • Willingness and ability to travel on-site to train and work with external development partners.

Other Valuable Experience & Education:

  • Experience working with special effects on a game.
  • Being able to visualize game design when drawing is a plus.
  • Experience interfacing with Programmers regarding projects.
  • BA from an illustration program.

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