VFX Artist Job rolls as follows
I’d like to stat my career in the industry as Entry Level 3D Modelling artist
SCREEN SKILLS : https://www.screenskills.com/job-profiles/browse/visual-effects-vfx/computer-generated/modelling-artist/
3D modelling artist who creates wide range of 3D asserts such as characters, weapons, animals etc.
- A passion for design and animation
- Exceptional skills in Maya, Z Brush that cover the whole 3D production process
- A reel that demonstrates professional-level work across different styles and project types
- Excellent communication skills
- A desire to deliver the absolute best customer experience on every project
- The ability to prioritise one’s own tasks and be responsive to deadlines
- Impeccable organisation and time-management skills
- A strong desire to keep developing your own artistic and technical skills and use them to help drive the studio forwards
I found following 3D Character Artist Job from “Indeed” Job site.
3D Character Artist JOB Indeed
https://uk.indeed.com/viewjob?jk=bdeab5f5324d1622&from=shareddesktop
Job details
Here’s how the job details align with your profile.
Job type
-
Fixed term contract
Benefits
- Employee assistance programme
- Flexible schedule
- Referral programme
Full job description
We are looking for a talented mid-level 3D Character Artist to work with us on an exciting AAA title.
Ideally an immediate start, provisionally for a 6 month contract with potential for an extension/permanent role.
Responsibilities:
- Design and create 3D character models and textures, ensuring they align with the game’s art direction.
- Produce high-quality character assets, props and accessories for in-game use.
- Work on both organic and hard-surface character designs.
- Optimise character assets for performance across different platforms while maintaining visual quality.
- Work closely with the animation team to ensure characters are designed for smooth and expressive animations.
- Take feedback from directors and lead artists and make revisions to meet project requirements.
Requirements
-
- A high level of proficiency in sculpting, modelling, UV layout and texturing of characters, outfits, accessories and weapons.
- Experience in creating clean, animation ready topology for in-game characters.
- An understanding of how characters express themselves through their physicality, clothing, expression and style.
- Strong communication skills and ability to work well in a collaborative team environment.
Experience working in Maya and Zbrush.
Desirable:
- Familiarity with character animation principles and how they affect modelling and rigging.
- Experience in Substance Painter or similar tools for creating in-game PBR materials.
- Expertise working on and developing in-engine shaders.
- Experience with Unreal Editor.
Benefits
- 25 days holiday + bank holidays (pro rata)
- Christmas shutdown
- Flexible working hours
- x 4 Half-day Fridays (during the summer months)
- A day off on your birthday
- Employee Assistance Programme (EAP)
- Weekly Yoga Class
- Anti-Crunch ethos
- Referral Bonus Scheme
- Bike2Work Scheme
- Social Events
LinkedIn – Subha Sri Jayasanka Wijesinghe Keerthi Wickrama Siriweeralage | LinkedIn
Artstation – ArtStation – SubhaVFX
COVER LETTER
SHOW REEL – Post | Feed | LinkedIn
SHOW REEL UPDATED
Industry Interviews
(1)
Adam Toutoungi – 3D Cinematic Animator
Adam Toutoungi : https://www.linkedin.com/in/adam-toutoungi/
Adam Toutoungi – 3D Cinematic Animator
1.How did you start your journey as an Animator?
My animation journey started in 3rd grade with flipbooks, and grew into a real passion when I began making LEGO stop-motion films during my teenage years in Accra, Ghana. That sparked my interest in animation, which eventually led me to pursue a BFA in 3D Character Animation at SCAD.
2.What does a typical day in the studio look like for you?
I work from home, so my studio is really my bedroom. A typical day involves animating at my desk, collaborating with my team through messages, and focusing on completing my animation tasks while ensuring everything aligns with the project’s goals.
3.How do you collaborate with other artists and team members throughout the day?
I regularly check in with fellow animators to share feedback and help each other improve our work. We also collaborate with the directors and storyboard artists to make sure the animation captures the right emotions and fits the overall vision. I also work with animation supervisors to maintain consistency.
4.What are your biggest challenges when creating animations?
The biggest challenge is balancing time with quality. In a studio setting, there’s always pressure to meet deadlines, and sometimes you have to compromise on details to stay on track. Finding a balance between delivering quality animation and finishing on time can be tough.
5.What advice would you give aspiring animators looking to enter the industry?
Stay updated with industry trends, work on personal projects in your free time, and take advantage of online learning resources. Most importantly, be passionate about what you do and keep pushing yourself to improve.
Adam’s Show Reel
(02)
Amber Price – 3D Generalist
Amber Price : https://www.linkedin.com/in/amber-price0/
Amber Price – 3D Generalist
- How did you start your journey as a 3D modelling artist?
I was originally a fine artist looking for a career that was creative but also social! I then heard of a course at Bournemouth university from a previous graduate of my senior school for computer animation art and design. It sounded perfect as I loved film and decided to go for the course and loved it. I sadly had to end my course early due to Covid in my final year, however it made me motivated to learn more free softwares like unreal engine. This then made me create a portfolio all rendered in real time, which got me my head start into film and Tv and VR.
- What does a typical day in the studio look like for you as a 3D modelling artist?
A typical day involves looking at script beats, collecting as much reference as possible, and then going through the modelling pipeline, which is modelling, uving, texturing and rigging
- How do you collaborate with animators, texture artists, and other team members throughout the day?
Constant communication with my team members. Making sure everyone is aligned. Talking to animators about where they need their blend shapes, as well as supervisors on the vision of the models artistic style
- What are your biggest challenges when creating 3D characters or environments for movies or games?
Biggest challenges are usually making sure the models are efficiently made. This can involve clean and minimal typology, which will in the future allow quick rendering.
- What advice would you give aspiring 3D artists looking to enter the industry?
My advice would be to embrace the changing softwares in industry and not be afraid of them. I would also say to include personality in your portfolios/ demos. There are thousands of good artists but those who show themselves go far!
(3)
Chereen Francis-Roberts – Senior 3D Modeler
Chereen Francis-Roberts – https://www.linkedin.com/in/chereen-francis-roberts-1591b613b/
Portfolio : https://www.chereenfrancisroberts.com/
Chereen Francis-Roberts – SHOW REELS
PROPS & ENVIRONMENTS SHOWREEL: https://www.chereenfrancisroberts.com/props-environments-showreel
CHARACTERS SHOWREEL : https://www.chereenfrancisroberts.com/character-showreel
Chereen Francis-Roberts – Senior 3D Modeler
- How did you start your journey as an Animator?
After graduating from university, where I studied computer animation, I got my start in the industry as an intern at Blue Zoo. I then began working as a junior environment modeller at the company.
- What does a typical day in the studio look like for you?
A typical day is receiving a piece of concept art or brief for an asset, and then modelling/ shading. We then send it off for feedback from leads and art directors. If the asset is approved, we will publish it for rigging and move on to the next asset!
- How do you collaborate with other artists and team members throughout the day?
Collaboration includes getting the opinions of team leads on artistic or technical details. Talking to rigging if an asset has any unique requirements and helping other teammates solve any problems they have while working.
- What is your most recent favourite project?
The Smeds and the Smoos.
- What advice would you give aspiring animators looking to enter the industry?
I can’t advise animators, but if you’re an aspiring modeller there are three things I’d recommend.
One, is a strong foundational understanding of modelling. Softwares change, but things like good topology, edge flow, UV layout, and art fundamentals don’t. Adaptability is key, and that’s only possible if you have a good understanding of modelling as a discipline.
Two, we need to see that what you can make will work in a production environment. Companies need to see that you’re capable of more than just making something look good. Animation is a team effort, you’ll receive 2D artwork from Vis Dev and what you’re making will be passed onto someone else. Can you translate something from a 2D concept well? Are you capable of creating assets that are complex and consider what’s necessary for rigging? (mechanical assets, blend shapes etc.)
Three, if you have a particular studio that you want to join in mind, look at the work they produce and show that you can replicate that style in a personal project. Studios need to see whether you fit into their in-house style, it’s easier to hire someone who does than someone who doesn’t.
(4)
Toby Jueno – 3D Artist
Toby Jueno : https://www.linkedin.com/in/tobyjueno/
Toby Jueno – 3D Artist
01. How did you start your journey as a 3D modelling artist?
I started experimenting with Maya at Secondary School and fell in love with the endless possibilities of what you could make! I’ve always had a passion for hard surface modelling, I think it’s because whilst being creative, it’s also somewhat technical and specific. I then went on to stufy VFX at Arts University Bournemouth where I focused on modelling and expanded my skills to be ready for industry.
02. What does a typical day in the studio look like for you as a 3D modelling artist?
I haven’t actually had much studio experience so far as all of my roles have been remote. With that said, the day looked different at both studios. At WildChild we’d have dailies every morning where our work would be reviewed and approved by the leads, then we’d be given tasks for the day which we would mostly get on with on our own.At Clear Angle, we had lists on Ftrack of our tasks. So the day would just be working through whatever tasks we had and occasionally hopping over to other side projects.
03. How do you collaborate with animators, texture artists, and other team members throughout the day?
At Clear Angle, we were responsible for pretty much all aspects of the work ourselves so there wasn’t much overlap. This included scan prep, wrapping, modelling, sculpting, and texturing. At WildChild, it was a boutique studio so all the modellers were also texture artists. Generally, though, the feedback between teams would be relating to polycount for the environment as we were rendering in Unreal Engine. Stuff like that would generally be discussed in a group call for the team as a whole or just over slack messages.
04. What are your biggest challenges when creating 3D characters or environments for movies or games?
I would say the biggest challenge I’ve come across in my experience so far, was going from modelling for Film and TV at uni, to having to use low poly methods at WildChild due to the constraints of Unreal Engine at the time. Either that, or getting to grips with FACS shapes and how muscles move in the face for the scan work we did at CAS. That was mainly overcome by a lot of studying references, watching other people’s faces move, and long chats with my lead where we studied the issues until we figured out the problem.
05.What advice would you give aspiring 3D artists looking to enter the industry?
My main piece of advice, which is something I wish was better at doing, is to make sure you keep it as a hobby as well as a job. While I was studying and working at uni, I would always have side projects on the go and tried to make quick projects every week – mainly to push myself and learn different techniques.
This went to the wayside when I started working properly because it just felt like there wasn’t the time. But I noticed when I had to go back to things I hadn’t done for a while, that I was really rusty and had forgotten quite a bit.
Practicing outside of work is a great way to keep up your skills, pick up the pace, and learn from your mistakes (one of the most important aspects of creative work!)
I hope these answers are okay, Subha! Sorry for taking a while to get back to you. If you have any more questions, feel free to get in touch 🙂
TOBY JUENO’s SHOW REEL
SHOW REEL – https://vimeo.com/1000816962
Portfolio: https://www.artstation.com/toby_j
Questions to ask a 3D modelling artist in the industry
1.How did you start your journey as a 3D modelling artist?
2.What does a typical day in the studio look like for you as a 3D modelling artist?
3.How do you collaborate with animators, texture artists, and other team members throughout the day?
4.What are your biggest challenges when creating 3D characters or environments for movies or games?
5. What advice would you give aspiring 3D artists looking to enter the industry?
Questions (Amended) to ask a 3D modelling artist in the industry
- How did you start your journey as a 3D modelling artist?
- What does a typical day in the studio look like for you as a 3D modelling artist?
- How do you collaborate with other team members throughout the day?
- What is your most recent favourite project?
- What advice would you give aspiring 3D artists looking to enter the industry?
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WEEK- 07
Professional Industry Interview Presentation
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