Ba2a Asset Production Week 11 Review Looking into Job Roles

For the next three weeks we will be working in our areas of specialism, developing our skills. We must choose carefully in which areas we need to improve. This will be done through research and practice.

I'm going to start our by researching what sort of jobs are available in the area I'd like to work in, which is primarily 3D Artist, but I also like the sound of Texture Artist and Environment Artist.

Texture Artist
Some companies separate the modelling and texturing job roles, which naturally means that some artists become experts in 2D texture creation and application.
Games rely very heavily on high quality texture mapping. The creation of these texture maps and their application has grown ever more complex as game art has steadily increased in quality. There are now so many different processes and applications available for creating and applying them that game artists can easily specialise in this area. The close relationship between model topology and texturing means that Texture Artists normally work very closely with 3D Modellers.
The increase in the use of hardware shaders on the new game platforms has also increased the demand for dedicated Texture Artists, especially those that have the technical ability to create and modify hardware shaders.

3D Modeller & Texture Artists
As the name suggests, the 3D artist's working day consists of creating objects, characters and scenery in three dimensions. Most of this work will usually be achieved in one of the major 3D software packages, such as Maya, 3D Studio Max, Softimage XSI or Lightwave among others.
The artist usually works from a piece of concept art and creates the model (otherwise known as an art asset) from start to finish. This includes building the initial model, the creation and subsequent application of texture maps, the addition of project-specific blind data, and in some cases visual effects nodes, and even hardware graphics shaders. Though this all sounds rather daunting, the ability to model and texture well will get you through the door - after that the rest will come as you learn on the job.
Some companies make a job role separation between 3D Artist and 2D Texture Artist; however, most expect the 3D artists to complete the texturing phase as well as the modelling.

(http://www.blitzgamesstudios.com/blitz_academy/job_roles/art)

Environment Artist
DAILY RESPONSIBILITIES IN A NUTSHELL

Creating high poly sculpts and low poly in-game models based on original concepts.
Creating photorealistic original textures using various tools and middle-ware.
Setting up materials and shaders to achieve best possible final quality.
Cooperating effectively with other artists and designers.
Maintaining the production pipeline and meeting deadlines.
 Skills & Requirements

REQUIRED SKILLS & EXPERIENCE

Proven experience as an Environment Artist in games industry on at least one AAA title.
Excellent skills in one of the leading modeling packages (3DS Max, Maya, etc.) and Photoshop.
Good knowledge of composition, color theory and lighting.
Basic knowledge of physically based rendering (PBR).
Experience with procedural content creation packages a plus (Substance, Houdini, World Machine).
Creativity and an excellent eye for detail.
Advanced communication skills and ability to work within a team.
Ability to easily communicate in English.
Basic knowledge about Level Design is a plus.

(https://www.artstation.com/jobs/GXOp)

More Potential Areas of Employment
https://www.artstation.com/jobs/DrqA
http://www.animationbase.com/gaming-animation-jobs/3d-artist-hi-resolution-barcelona-12.16.0073591&session_id=1d8ccab9-86bb-4434-9b34-75984c970252&session_page=0

Looking into these job roles has shown me where I will need to improve my skills before applying to work in industry. I'm going to need to better understand Substance Designer and Painter, and will need to become much more proficient working in a high poly / low poly pipeline workflow.

Ben Neall - Veteran Texture Artist Portfolio
https://bneall.blogspot.co.uk/p/splash.html

Javier Blanco - Model and Terxture Artist Portfolio
http://www.javiblanco.com/
It's important to see that Blanco has included traditional artwork in his portfolio, as well as a show reel and personal work.

Clinton Crumpler - 3D Environment Artist
http://www.clintoncrumpler.com/
Crumpler is definitely at the forefront of PBR textures, his work is astounding.

Dennis Porter - 3D Games Artist
http://www.dennisporter3d.com/

Looking at all of these portfolios makes it clear to me that I need to keep my low poly model's topology much simpler. I have a tendency to model as much as I can, regardless of the tri count, before moving to my high poly.

I have chosen to model a guitar amplifier based on my Peavey Vypyr 75


  1. Firstly I'm going to model my low poly, and try to keep it simple - One Week
  2. Then further define details using Maya and perhaps Zbrush - One Week
  3. I'm going to texture my model using Substance Painter (which I need to learn how to use) - One Week

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