Considering a career in VFX, Lighting, or Technical Art within the 𝗚𝗮𝗺𝗲𝘀 𝗜𝗻𝗱𝘂𝘀𝘁𝗿𝘆? 🎮
Darren Matthews shares his valuable insights on how to maximize your chances of breaking into these exciting fields!
𝗙𝗲𝗲𝗹 𝗳𝗿𝗲𝗲 𝘁𝗼 𝗱𝗿𝗼𝗽 𝗳𝘂𝗿𝘁𝗵𝗲𝗿 𝗾𝘂𝗲𝘀𝘁𝗶𝗼𝗻𝘀 𝗶𝗻 𝘁𝗵𝗲 𝗰𝗼𝗺𝗺𝗲𝗻𝘁𝘀👇
#GamesIndustry#VFXArt#TechnicalArtist#LightingArtist
My name is Darren, I've been working for one player mission for the last year and I currently look after the technical art, VFX and Lighting desk. It's quite a bit crossover actually, so a lot of technical artist you'll find will come from a VFX background or something similar. Just because you get that crossover with the optimization of things, so the the technical knowledge is the same to an extent with the technical associate helps. If you know blueprints, you know if you work in Unreal. And it also helps if you know a bit of coding as well, whether that be C++ or C depending on whether working in Unity or Unreal. But otherwise, a lot of it's very similar because to be a technical artist you need that artistic background. It's an adverse effects artist. Your portfolio is key. Yeah, that is what sells you. So keep it up to date. Even if you've got work that's under NDA, if you've got private work that you can show all the work that you've done at home, if you've got licenses, then it's worth keeping your portfolio up to date with those as well, just because it shows off your technical capabilities. And if you can't explain the game you're working on at the moment, at least they know you've been doing something and your portfolio is not three or four years out of date with the technical art. If you can show your if you're working number, if you can show your blueprints. You know sort of how you've come to to certain things. Obviously the video at the end as well just shows everything together that would really help solve your your application as well with your technical skills. It's really important. If you haven't got technical assist, you're not going to be bridging those gaps between the artists and the programming as everything these optimizing. You can create the most beautiful VFX or lighting in the world, but it was not optimized. Your game is not going to work. So it's extremely important obviously to have that person there with that artistic but grant and with the programming knowledge as well. I'd say your portfolio again, again, especially as an artist, your portfolios just key, if you keep your art station up to date, so you know make sure you haven't got stuff in there that's five, 6-7 years old because they're not looking for that. They're looking for what he's done in the last sort of game cycle or two game cycle that you've been working on. So keeping that up-to-date, making sure you got it's much info in there as possible. You know the technical accuracy again as we touched on before with your your blueprints and things like that as well and your VFX. Is, you know, explaining. You know, if you've taken work from somewhere else and added your own stuff to it, obviously explaining what it is you've done and just keeping it up to date because that's what sells you. So some horror munches will, depending on your experience, might look past your portfolio if it's slightly up to date, and you can explain that everything's under an NDA. But it all depends on your experience on on that front and what sort of level you're if you're a lead VFX artist for a lead technical artist, your experience is going to be key because you should be able to want the basics anyway So. But if your mid level, your portfolio is going to sell you and if your portfolio is up to date, that could stop you getting an interview if it's out of date or you know or you might end up having to do an art test potentially as well, which let's be honest, most people want to avoid that because it is quite time consuming. Potentially a I could have a massive impact on tech parts and VFX in the future, whether it's artwork coming from other departments for a technical artist and then obviously the optimization and the technical challenges that that will bring. But it's still really early days obviously, but obviously with the Ferrara around, you know AI generated art recently, it's probably an unwelcome topic at the moment, but it's not something you can ignore. It's not going to go away and it's only going to improve and get better and. As a as each month passes. Could have potentially have a massive impact on, you know how things are done going forward, but it's wait to be seen.
A very informative video about VFX with a focus on compositing. Useful for anyone intending to get into the industry, or for showing family who have no idea what it is we do! 😄
https://lnkd.in/e2VwqrFf
If you don't know how those special effects are made, you should follow Răzvan.
This guy literally goes above and beyond expectations with every new tutorial.
Follow him today!
#vfx#voxyde#houdini
Another example of power of compositing!
A fellow VFX artist asked if we can use the same renders to turn the desert scene into a winter/blizzard scene. Probably the hardest part was using the Normal pass to create a coating of snow that's on top of the cloak.
The full lesson is included in the free course.
https://lnkd.in/dyPTNHPS
VFX are you ok?
If there is a video you need to watch this week, its this one by Crafthive Creative
The VFX industry is (still) facing major challenges, it has been for a while, but its worse today than ever before. You may recall the demise of award winning studio Rhythm & Hues, lest we forget "Life of PI". This has been going on for way to long, Increasing workloads, low balling bids, tight deadlines, "Pixel f🤬kery", out sourcing for cheaper labour and financial struggles, all while keeping up with the demand for high-quality visual effects and artistry.
The reliance on underpaid and overworked artists is unsustainable. It's time for better working conditions, fair compensation, and sustainable practices to ensure the future of VFX.
I've lived it, I've loved it, but it needs to change...
We need to create more discourse around this topic, and by doing so, hopefully we can push and create for the necessary changes to protect the foundation of the industry; the passionate artists and developers who are doing the work!
#animation#VFX#film
At the pre-production stage, we created and prepared scenes for shooting in a virtual production location. At the shooting itself, we made a 3D scan of the main actor for the subsequent creation of visual effects.
In post-production the tasks were different from creating 3D scenes and visual effects to clean-up and motion design.
https://lnkd.in/dbjaADPd#design#vfx#cgi#3d#makingof#backstage
🌟 Exciting Insights into Sensitometry for VFX Artists! 🌟
In this recording of the session from FMX 2023, Victor Perez (Director & VFX Supervisor) talks about Sensitometry for VFX Artists.
Sensitometry is the scientific study of light-sensitive materials, especially photographic film or digital image sensor. The Characteristic Curve is the DNA of any support and it conditions the “look” and properties of an image captured, such as color rendition, contrast ratio, dynamic range… etc.
Understanding the sensitometric principles of the Characteristic Curve enables any artist to reproduce all those properties in a conscious and procedural approach, using science as the base of art. This master class from FMX 2023 demystifies the Curve and bridges visual concepts with color manipulators (with their respective mathematical operations), building the fundamentals of excellence for the photorealistic integration of CGI with live action footage.
🔗 Watch the Session: https://lnkd.in/e6Y2idCf#FMX#film#media#exchange#evolving#conference#vfx#visualeffects#animation#victorperez#sensitometry#artists#photographic#characteristiccurve#cgi#digital#compositing#cinematography
Lead Graphic Designer
11mo❤