Texture Artist

undefined ago • 2 Years + • Art

Job Summary

Job Description

You’ll work closely with your team lead to create photoreal textures, as well as work on the shading and develop the look of the asset (characters, environment elements and/or props). Responsibilities include creating textures based on references, managing UVs for multi-tile assets, and handling look development and shading in Arnold for Houdini. The role requires producing photorealistic elements while adhering to technical and aesthetic standards, optimizing render times, and collaborating with the lighting department to ensure photorealism in shot context.
Must have:
  • Create textures according to references (internal or provided by the client)
  • Create the uvs of the assets to be textured (multi-tiles)
  • Responsible for the lookdev and shading of the asset in Arnold for Houdini
  • Produce photorealistic elements while respecting the established technical and aesthetic standards of the current project (film or television series)
  • Use the appropriate methods in order to reach the deadlines and optimize render times
  • Follow established techniques and work in a team oriented environment
  • Work in cooperation with the lighting department to make sure the asset is photoreal in shot context
  • Occasionaly create shading networks using procedurals
  • ingest textures from other vendors
Good to have:
  • Knowledge of Arnold and Houdini
  • Knowledge of Nuke and Maya

Job Details

COMPANY DESCRIPTION

-------------------

Founded in 1991, Hybride was the first digital visual effects company established in Quebec. For over 30 years, the Hybride team has been reinventing the VFX industry, one project at a time.

JOB DESCRIPTION

---------------

You’ll work closely with your team lead to create photoreal textures, as well as work on the shading and develop the look of the asset (characters, environment elements and/or props).

What you ll do :

  • Create textures according to references (internal or provided by the client)
  • Create the uvs of the assets to be textured (multi-tiles)
  • Responsible for the lookdev and shading of the asset in Arnold for Houdini;
  • Produce photorealistic elements while respecting the established technical and aesthetic standards of the current project (film or television series).
  • Use the appropriate methods in order to reach the deadlines and optimize render times;
  • Follow established techniques and work in a team oriented environment.
  • Work in cooperation with the lighting department to make sure the asset is photoreal in shot context
  • Occasionaly create shading networks using procedurals
  • ingest textures from other vendors

QUALIFICATIONS

--------------

Qualifications

  • Strong knowledge of Mari and / or Substance Painter and Photoshop;
  • Strong knowledge of shaders and aovs
  • minimum 2 years of experience in 3D texturing in the VFX industry or using a raytracing render engine (Arnold, Vray, etc...)
  • Knowledge of Arnold and Houdini a strong asset
  • Knowledge of Nuke and Maya an asset;

ADDITIONAL INFORMATION

----------------------

Our passion for innovation and our team’s creativity are recognized throughout the industry and remain the cornerstone of our work philosophy. Our team is comprised of over 200 highly qualified creators working in two creative spaces located in Piedmont, in the Laurentians, and in the Mile-End district of Montreal.

Our repertoire holds prestigious titles such as 300, Avatar, Hunger Games and Jurassic World, as well as in the last 6 instalments of the Star Wars franchise and the new Disney+ high-end TV series, The Mandalorian, The Book of Boba Fett, Obi Wan Kenobi and Andor.

At Hybride, first and foremost, we are good human beings, who value well-being and solidarity. We’re committed to fostering a work environment that is inclusive and respectful of all differences.

At Hybride, you can come as you are. We embrace diversity in all its forms. We’re committed to fostering a work environment that is inclusive and respectful of all differences.

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