Environment Artist

2 Weeks ago • 5 Years +

Job Summary

Job Description

The Environment Artist will create high-quality, realistic, and visually engaging environments for movies and other visual media. Responsibilities include creating 3D environment assets such as models, textures, and materials, ensuring alignment with the project's artistic vision. They will also create photorealistic digital environments using 2D and 3D techniques, and integrate environments into live-action footage. The artist needs to have a strong understanding of lighting, texturing, and rendering, and the ability to work well in a team. The role also involves optimizing assets for performance and efficiency.
Must have:
  • 5+ years of experience as an environment artist.
  • Strong portfolio showcasing photorealistic environments.
  • Proficient in Maya, Houdini, Blender, Nuke, Photoshop, Substance Painter/Designer, and ZBrush.
  • Experience with matte painting, projection techniques and 2.5D or full 3D environment workflows.
  • Strong understanding of lighting, texturing and rendering.
  • Proficient in 3D modeling, UV mapping, and texturing.
  • Familiarity with compositing principles.
  • Ability to work well in a team.
  • Strong communication and time-management skills.
Good to have:
  • Experience with game engines (Unreal Engine, Unity).
  • Knowledge of scripting languages like Python or MEL.
  • Experience in photogrammetry or LiDAR-based asset creation.
  • A background in traditional art, architecture, or photography.

Job Details

We are looking for an environment artist specializes and has strong knowledge in “Speedtree” with an experience of 5+ years.

Job Overview:
We are looking for talented and detail-oriented Environment Artists to join our VFX team. In this role, you will be responsible for creating high-quality, realistic, and visually engaging environments that support the storytelling and visual style of our projects. This includes digital matte painting, 3D modeling, texturing, and integrating environments seamlessly into live-action plates. The role is to create realistic and immersive environments for movies, and other visual media. Assist in the creation of high-quality 3D environment assets, including models, textures, and materials, ensuring they align with the artistic vision of the project.

Key Responsibilities:

  • Create photorealistic digital environments using a combination of 2D and 3D techniques.
  • Model, texture, and shade 3D environments including landscapes, architecture, and natural elements.
  • Work closely with the VFX Supervisor, Art Director, and other departments to match the artistic vision of the project.
  • Integrate environments into live-action footage using projection mapping, matte painting, and camera tracking.
  • Maintain continuity and quality across shots and sequences.
  • Optimize assets for performance and efficiency in rendering pipelines.
  • Respond to feedback and revise assets based on creative direction 

Requirements:

  • 5+ years of experience as an environment artist in film, TV, or high-end commercial VFX.
  • Strong portfolio showcasing photorealistic environments and a strong eye for detail, scale, lighting, and composition.
  • Proficient in industry-standard software such as Maya, Houdini, Blender, Nuke, Photoshop, Substance Painter/Designer, and ZBrush.
  • Experience with matte painting, projection techniques, and 2.5D or full 3D environment workflows.
  • Strong understanding of lighting, texturing, and rendering.
  • Proficient in 3D modeling, UV mapping, and texturing.
  • Familiarity with compositing principles and how environments interact with VFX elements.
  • Ability to work well in a team and collaborate with other departments.
  • Strong communication skills and ability to work collaboratively within a team.
  • Excellent communication and time-management skills.

Good to Have:

  • Experience with game engines (Unreal Engine, Unity) for virtual production.
  • Knowledge of scripting languages like Python or MEL for tool development.
  • Experience in photogrammetry or LiDAR-based asset creation.
  • A background in traditional art, architecture, or photography.


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About The Company

BOT VFX is the result of a dozen-year struggle to create a vibrant global visual effects company that keeps these forces in balance: Creative Chops, Scale, and a Distinctive Culture. At nearly 500 people strong and growing, we’re not doing victory laps, but instead doubling down on the leadership traits that helped us maintain this balance so far. Here's how:

CREATIVE CHOPS:  We serve the creatively demanding post-production needs of the film and television industry globally, supporting some of the biggest and smallest production houses, VFX facilities and agencies across several continents. We provide services ranging from rotoscopy, paint and matchmove to compositing involving CG elements and particle effects, and asset development.  We work efficiently with clients who have some of the most sophisticated pipelines in the world.  

SCALE:  Our scale is significant not only in terms of the number of artists we employ, but in other dimensions as well.  We’ve worked on tens of thousands of shots, we transfer terabytes of data with our clients every month, and we’ve worked with nearly 350 clients around the world.  We interface with countless client pipelines, each with their own nuanced requirements.  We are always recruiting and always training our team members.

DISTINCTIVE CULTURE:  We have nurtured a culture that embraces the fun in everyday things, and that our team (and many others) recognizes as having a heart.  We take our work seriously, but ourselves, not so much.  In our pursuit of scale, we have been cautious to avoid dulling down the cultural senses.  Process, roles, policies and structure are necessary to achieve scale, but we make them fit within the context of the heart, soul and character of BOT VFX.

Our clients tell us they trust and love us because we “get the sh*t done” (are they saying “shot”?  It kinda sounds like something else):  our team cranks through shot turnovers like there’s no tomorrow (because sometimes, that's indeed the case).

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