I’m looking into the skills that I need to develop in order to apply as an environment artist. During final year I’ve worked on both 2D concepts and 3D production for environment. However, I feel like I’ve only skimmed the surface of either and have a lot of work ahead of me in order to be industry level. I’m determined to develop my skills but still feel that I need to experiment in both 2D concept design and 3D modeling, texturing and lighting in order to determine what I route I should specialise more in.
In order to apply for a job I’m considering the specific skills that I need to showcase in my portfolio. I’ve been looking at both games and live action centered jobs as I feel like I could still branch into either. The following are just a few of the job listings/requirements that I’ve looked at to help me find more focus and see what areas I’m lacking in.
- A good portfolio focuses both on the big pictures and small details.
- The environment art teams are split between texturing and modeling.
- Layer narrative into your environments.
- Only include your strongest pieces.
- Naughty Dog requires completion of an art test.
- Demonstrate a ridiculous thirst to improve. Have a good attitude.
Trainee Environment Artist at Sega
- Visual flare and talent
- A creative portfolio showing real-time 3d game assets and environments
Working knowledge of Max, Maya or similar
- Working knowledge of Zbrush
- Positive, can-do attitude
- Proficiency with Quixel or Substance Painter
- Understanding of the interplay between game mechanics and game environments
- A solid portfolio that demonstrates an understanding of form, colour, and design
- Knowledge of photoshop or equivalent industry paint package
- A solid understanding of design form follows function
- Willingness, and self-motivated to engage and track down information often required to complete the task successfully
- Excellent problem-solving skills
- Ability to communicate effectively in a team
Digital Matte Painters – Framestore
- Able to create photo-realistic digital matte paintings
- Understand all aspects of the digi-matte workflow with a strong knowledge of how to combine 2D and 3D elements
- Experience working with shoot data including photographic and reference data, HDRIs and photogrammetry
- Assist with and develop the look of a shot/sequence in liaison with the supervision team
- Work alongside the production team to establish schedules and technical requirements
- Work in partnership with CG environment artists and Compositors to ensure shots are delivered to the very highest standard
- Work closely with the VFX Supervisor and Lead Digital Matte Painter to ensure that the plates meet planned concept design requirements
- Seek out and build own photographic reference material
- Communicate creative and technical issues effectively
- Stay on schedule and meet set deadlines while maintaining the highest standards
- Communicate regularly with Production and Leads regarding schedules and deadlines
- Share techniques, reference materials and ideas with the team
- Continue to become familiar with new tools, software, data and other related technology
- At least one year of experience doing concept art in film or games
- Excellent 2D skills and knowledge of traditional art techniques
- Some experience working with 3D applications
An excellent understanding of anatomy, character/creature design, colour theory, perspective, lighting and composition
- Be able to design a variety of original concepts including: interior and exterior environments and accompanying scene objects
- Be fluent working with digital media (e.g. Photoshop)
- Be able to quickly render imaginative concepts from verbal and written direction
Work well in and communicate ideas within a team environment
- Be a self motivated individual with a strong work ethic
- Skills working with 3D software such as ZBrush, 3Dcoat, Keyshot, Maya or Modo
- A passion for films and visual effects
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