http://hire.jobvite.com/CompanyJobs/Careers.aspx?k=Job&su=f3Q9VfwH&c=qYo9Vfwa&j=oixA1fwa&s=Indeed
Starting with the Art Production Requirements;
A comprehensive modelling and texturing portfolio showing a varied range of 3D vehicle art completed to a very high standard.
At my current stage, i have two vehicles with full high-poly bakes, just requiring new texture work. With the A3D project, this should be brought up to 3. Two being original concepts. It's unclear on what they believe is "very high standard" though so this will always be an awkward point.
Extensive experience using 3DStudio Max for modelling, and Adobe Photoshop for texturing.
I have used a moderate amount of MAX but have specialised in Maya as the course requires. The tools and techniques i use in Maya transition for the most part straight over the MAX with the only issue being the entirely different UV tool set. Photoshop on the other hand i have spent a fair amount of time texturing in. I still need improvement but by graduation, i cant see there being any major issue, especially with knowledge of software such as Substance to back it up.
A full understanding of all current generation production workflows, as they pertain to vehicle art asset production.
I have been warned that the workflow for vehicle creation at Rockstar will i quote "make you want to rip your hair out" but from what ive seen sofar in workflow videos/ studies on youtube, they may make the vehicle creation process quite tedious but it wouldn't been too difficult to adapt. Before graduation, i will have studied far more production workflows and hopefully given a good example of this through Game Dev in second term.
A keen understanding and appreciation of structure and construction/silhouette in respect of modelling – resolution of assets relative to world scale and exceptional mesh topology skills.
After 2 years of learning hard-surface modelling and suffering greatly from even a few rogue edge loops, i've learnt quite nicely how to structure my surface to allow the geometry to flow in the exact way i wish and in turn, as i go from high to low poly, I have developed a very keep eye for optomisation whilst avoiding shading errors.
A detail obsessed eye for creating and manipulating texture maps for shader passes - diffuse, normal, spec, weathering etc. - and excellent understanding of the value of maximising UV space.
First off, maximising UV space. I usually go quite overboard with the detail on my vehicle models, even in the low polys. On top of this, i usually place all UVs on the same sheet to maximise UV space, taking hours to ensure perfect consistancy and re-arranging UVs to fill every last gap. I still need a bit more practise on creating texture maps but their " obsessed eye" requirment seems like its bluntly asking for a perfectionist.
A critical awareness of the expense/cost of a game asset relative to the target engine/rendering requirements – poly counts and texture sizes.
This has been drilled in to us since the start and i have done a lot of independant research in to polycounts for varying assets in games across the board. I find it to be a pretty interesting subject.
Interpersonal Requirements
A great team-player: Self-motivated with good communication skills.
I love working with other people to accomplish a project, especially as it allows the entire team to learn from each-other, becoming far more knowledgable artists by the end. Communication skills wise, CGMA kind of drills this in to you as a whole.
Able to accurately follow common goals and time-driven set tasks whilst working under own initiative. Effective time management skills to deliver the brief to deadlines without sacrificing quality.
All of this is drilled in to us on every project we work on, forcing us to set time restraints of each task. I believe it'll develop much further in game-dev next term but when it comes to time management skills I'm mostly there. Only issue is that i want to fully complete a project before moving on to a second. This makes it pretty awkward when set multiple tasks in for the same rough deadline. I'll able to do it but it ruins a lot of my work enjoyment.
Skilled at feeding back on task progress to Leads and line managers.
Although we don't deal with managers at this stage, weekly deadlines with lecturers and progress reports throughout the past few years must have done a very good job of preparing us for this.
Ability to collaborate effectively with other team disciplines (code, design, animation, tools).
I have always had a fondness for programming. I may not have pursued it but i have an understanding of the basics and would love to collaborate with a programmer. Animation, design and other methods shouldn't be an issue in the slightest for us as we covered the basics in the modules across the last few years.
Desirables
One or more years relevant development experience in-studio or in vehicle modding scene.
This isn't a possibility as i didn't take a placement as a vehicle modeller over summer. I never even decided that i wished to pursue this until a few weeks ago.
Have shipped current generation console titles as a production artist.
Maybe one day but this is still an impossible feat whilst still learning in university. At least its not a requirement though which makes a nice change for modelling jobs.
Knowledge and understanding of a PBR based shader workflow.
I understand PBR workflow but im still quite undecided on it. I can get nicer results in to but i find the map creation process much less enjoyable than creating a diffuse etc..
Experience with Quixel software suite or similar for shader development.
I have started trying to learn quixel and quite enjoy the features it proves but have been mainly fixating on substance designer.
Strong traditional art foundations: including but not limited to observational drawing, photography and technical illustration.
Im coming up slightly blank here. I have basic concept drawing skills and the most basic photography skills for taking texture images but that is just about it.
Willingness to test and practically use new workflow tools, both internal and 3rd party.
Although i hate adapting to new software and tools, a slight kick past that stubborn-ness and I end up loving the new tools and software presented, given a few days of practise.
Strive to implement new techniques that increase art quality and efficiency across disciplines.
Absolutely love this one. Combing new techniques and experimenting. For example, creating custom normal and roughness maps for hand painted textures in substance designer. It's a lot of fun trying to create a useful result. Sure, most may fail but its a great feeling when it works.
Deep understanding and love of car culture.
I like making things look pretty in both high and low poly. Car culture wise, my main premise is "study the vehicle, what i love, hate, the design principles" and then start concepting. The exact same workflow i have with weapons.
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