Asset Artist

1 Year ago • 2 Years +

Job Summary

Job Description

Barnstorm is looking for an experienced Asset Artist to work on exciting visual effects projects. The role involves modeling, texturing, and lookdev of hard surface assets, ranging from props to architectural structures. Responsibilities include modeling based on client concepts, creating UV layouts, creating PBR materials using Substance Painter/Mari, and integrating models in Arnold. The artist will be expected to work collaboratively, adapt to feedback, and contribute to a growing team. The role is project-based and remote.
Must have:
  • Strong understanding of visual design and asset creation
  • Proficiency in modeling, texturing, and UV mapping
  • Experience with Substance Painter and Arnold
  • Ability to work collaboratively and communicate effectively
  • 2+ years of experience in relevant field
  • Legally authorized to work in Canada
Good to have:
  • Experience with Houdini
  • Experience with Substance Designer
  • Advanced understanding of anatomy

Job Details

Note: At this time we are only accepting applications from those artists residing in Quebec and are legally eligible to work in Canada. eg. Citizen | PR | Open Work Permit. This is a project based contract.

Please only apply once to the best suited job by your current residential location. 

About Barnstorm
Barnstorm is an Emmy and VES-nominated visual effects studio based in Los Angeles, New York, Vancouver, and Montreal providing photo-realistic visual effects for a variety of television and online streaming projects. We pride ourselves in our artists’ talent and dedication to producing world-class visual effects.   



Who You Are

You are an experienced Asset Artist ready to jump into exciting projects with a rapid turnaround. You have a strong understanding of visual design concepts, quad-based modeling with clean edge flow, UV packing and organization, texturing, and PBR shading. You have a strong creative vision and want to contribute those skills to a growing team and company.


What You’ll Do

  • Model (Maya), texture (Substance/Mari), and lookdev (Houdini-Arnold) hard surface assets ranging from handheld props to architectural structures
  • Model assets based on client concept and reference imagery
  • UV mapping and packing, including UDIM packing workflows, to achieve high resolution and consistent texel density
  • Creation of smart materials and custom paint work in Substance Painter or Mari to achieve photorealistic PBR materials
  • Creation and application of procedural materials in Arnold (Houdini is a plus)
  • Integration of model, Substance textures, and procedural materials in Arnold to finalize the asset for downstream scene integration (Houdini is a plus)
  • Turntable and beauty preview rendering for supervisor/client review using Houdini-Arnold

What You Bring

  • Previous experience with CG and Character/Creature pipelines necessary 
  • A portfolio demonstrating the ability to execute a diverse range of 3D assets. This can include hard surface props, architecture, and vehicles.
  • Ability to replicate provided photographic or concept reference of characters and creatures with 
  • Ability to work collaboratively, with strong verbal and written communication skills.
  • Good notion of composition rules, proportions, surface properties, and an eye for the detail
  • Ability to work collaboratively, with strong verbal and written communication skills
  • A solid understanding of visual design, and how to interpret concept artwork and real-world reference imagery into a photoreal asset
  • Adaptability to rolling supervisor and client notes, both technical and creative
  • Advanced knowledge of hard surface modeling techniques and best practices, including: clean edge flow, mesh resolution control, high/low poly bake workflows, and object hierarchy organization.
  • Proficiency in creating UDIM-packed UV layouts that achieve a consistent texel density
  • Advanced knowledge of Substance Painter, including working with UDIM UV layouts. Substance Designer is a plus but not required.
  • A good understanding of physically-based shaders (including material painting in Substance Painter/Designer) and the ability to achieve the desired surface qualities across a variety of assets. 
  • Working knowledge of Arnold with a core understanding of shader creation and assignment
  • At least 2+ years of experience focused on modeling, UVing, texturing, and asset assembly.
  • Ability to build and improve workflows in a flexible manner that allows for fast iteration.
  • Advanced understanding of anatomy (human and animal)
  • Positive can-do attitude combined with the ability to work under pressure to meet deadlines.
  • Must be legally authorized to work in Canada

 

About this role

    This is a remote based role. Project and staff positions available with extended health benefits and opportunity to participate in RRSP programs. Note: At this time we are only accepting applications from those artists legally eligible to work in Canada. (Eg. Canadian or PR and are residents of Quebec)

    The posted pay range is aligned with what we believe is fair pay at the time of posting this role. An applicant’s relevant education, experience, skills and qualifications, location and currency may all be considered when deciding pay position within the range. Pay ranges may change.Benefit plans are dependent on the local plan offering and employment status but all US and Canada plans include a comprehensive health insurance plan, retirement savings, and paid time off.Barnstorm VFX is committed to fostering a diverse and inclusive team that provides a meaningful work environment free of discrimination and harassment. We seek to recruit, develop and retain the most talented people from a diverse candidate pool. Indigenous people, people of color, people of all genders or non-genders, and people with disabilities of all types are encouraged to apply. We thank everyone for their interest and application, however only those selected for an interview will be contacted.

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