Lead Artist at elite3d
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Love your stuff! thanks for the info. You achieve surprising graphics using Unity which is great news.

is that images related to coc generals 2? zero hour ?

by Nils Arenz
18 hours ago

@Tristan: I studied computergrafics for 5 years. I'm making 3D art now since about half a year fulltime, but I had some experience before that. Its hard to focus on one thing, it took me half a year to understand most of the vegetation creation pipelines. For speeding up your workflow maybe spend a bit time with the megascans library. Making 3D vegetation starts from going outside for photoscanns to profiling your assets. Start with one thing and master this. @Maxime: The difference between my technique and Z-passing on distant objects is quiet the same. (- the higher vertex count) I would start using this at about 10-15m+. In this inner radius you are using (mostly high) cascaded shadows, the less the shader complexety in this areas, the less the shader instructions. When I started this project, the polycount was a bit to high. Now I found the best balance between a "lowpoly" mesh and the less possible overdraw. The conclusion of this technique is easily using a slightly higher vertex count on the mesh for reducing the quad overdraw and shader complexity. In matters visual quality a "high poly" plant will allways look better than a blade of grass on a plane.

Lead Artist at elite3d
12 July, 2018
Art / animation

The team is currently looking for a Lead Artist who is ready for the challenge of leading a team of artists for AAA projects.

Salary: not mentioned
Company: elite3d
Location: Spain, Valencia
Position type: Full-time
Remote job: no
Relocation Assistance: yes
Responsibilities
  • Maintain direct contact with the client to plan resources and solve any possible doubts.
  • Creatively and technically maintain the quality standards for the project and feel confident to develop your own skills and of those around you.
  • Be comfortable communicating with the team and respond to client feedback.
  • Self-regulate your workload while completing time sensitive requests & resolve any issues that arise.
  • Be proactive and communicate dependency issues to the project manager before they happen.
  • Fully understand the project pipeline / game engine and clearly report improvements & possible issues.
Requirements
  • Solid experience with Maya and/or 3DS Max and/or Blender.
  • Strong communication skills.
  • Fluent English both verbal aswell as in writing.
  • Credited in at least 1 published AAA game title on current gen platforms.
  • Thorough understanding of the process of baking and authoring textures for physical based rendering (PBR).
  • Experience of a full game pipeline including optimization.
  • Comfortable working in an environment of iterative design and honest feedback.
  • Have an excellent eye for detail and focus on delivering the very best quality.
Offer
  • Flexible hours.
  • In-house Physiotherapist.
  • Relocation assistance.
  • Healthy snacks available throughout (fresh fruits, cereals, milk, etc.)
  • Kitchen and dining room in the studio.
  • Substantial discount for private healthcare.
  • Dynamic English classes (Beginner, Intermediate and High intermediate).
  • Spanish language courses for non-Spanish speakers.
  • Social events and “Master Classes”.
  • After-work room with gaming consoles, football table, specialist literature…
Apply

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