Lighting Artist at Ready At Dawn
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Latest comments
by Trilo Byte
7 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)

Lighting Artist at Ready At Dawn
23 January, 2019
Art / animation

Working closely with the Art Leads, Designers, Concept, and Environment Artists the Senior Lighting Artist is responsible for lighting visually stunning sets and characters for both in-game and cinematic content.

Salary: not mentioned
Company: Ready At Dawn
Location: USA, Irvine
Position type: Full-time
Remote job: no
Relocation Assistance: no
Responsibilities

The senior lighting artist is expected to research and adapt to new techniques as they emerge and to propose lighting related improvements to our general art pipeline and proprietary tools and engine technology. The ability to work both independently and in cooperation with Designers and Environment Artists to complete assignments and a demonstration of strong artistic interpretation skills is also required.

Requirements

Qualifications:

  • Strong understanding of color theory and practical lighting concepts
  • Solid knowledge of working within a HDR pipeline and tasteful balancing of post process screen effects
  • Knowledge of a wide range of game lighting techniques (vertex baking, lightmaps, light probes, dynamic, etc)
  • Able to take initial direction and color keys and use interpretive judgment to light gameplay spaces to a high degree of polish and playability
  • Demonstrate an understanding of a range of illustrative lighting styles
  • Efficient organization and communication skills and ability to prioritize and execute ideas within a schedule
  • Excellent technical and artistic problem solving skills

Additional Skills (Pluses):

  • Strong traditional art background
  • Maya expertise
  • Practical lighting, cinematography, or 2d illustration experience
  • Detailed technical knowledge of game lighting and material pipeline concepts
Offer
Apply

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