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Playstation: Blendshape Artists (contract)
Animator
💰 Negotiable
📍 Canada
Twine Jobs
Based in Manchester, United Kingdom
Last online 8 days ago
Animator is needed in Canada.
Playstation is seeking Blendshape Artists. This job was crawled from the web.
Location: Canada, Remote
Contract: Contract
Responsibilities:
- The Blendshape Artist will be responsible for bringing highly-realistic faces to life for both cinematic and in-game sequences
- You will work with our senior and leads on the topology edge-flow and determine the final positioning and refinement to key assets such as eyes, teeth, tongue and eyelashes
- When the model face is finalized the artist will sculpt a full array of naturalistic FACs and corrective blendshapes for expressive photorealistic humans
- Sculpting a series of high-resolution wrinkle maps to add a final level of polish and nuance to the expressions
- Work closely with the external clients, internal artists and outsourcing partners to keep quality and style consistent across all characters
- Create and lead others in the creation of photo-realistic humans, with particular attention to advanced facial modeling and expression modeling
- Lead and mentor both internal character teams and outsourcing partners to reach aesthetic and technical goals
- Create documentation, communicate requirements, and provide feedback to internal artists and outsourcing partners
- Constantly and proactively seek to improve the production processes, tools and pipelines for character creation, rigging and animation and rendering
Qualifications:
- At least 2 years of professional character art experience in high-end 3D games and/or films
- Bachelor’s Degree or equivalent
- Grasp of realistic human anatomy with special emphasis on the head/face
- Understanding of Maya and basic understanding/use of blend shapes
- Comfortable making facial expressions in the mirror and ideally capable of isolating difference expressions/actions in the face
- Must have extreme attention to detail and an eye for minute differences/movements in the face
- The ability to grasp technical concepts at least from a broad perspective and follow technical workflows while pushing artistic limit
- Self-manage and keep track of progress and troubleshoot technical issues with Maya
- Brainstorm ideas that keep in mind the overall goals of the project
Desired qualifications:
- Experience with facial rigging of any kind as well as sculpting in Zbrush, Mudbox, etc.
- Experience with facial blend shape workflows on realistic humans
- Expert understanding of human anatomy
- Experience with Blendshape Combination System plug-in
- Experience with Perforce
Posted 2 years ago
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