Friday, August 26, 2016

Character Rigging: Rigging Job

I found a job as a Technical Artist (Rigging) for Telltale Games in San Rafael, California.

Link:  https://telltale.com/jobs/?nl=1&jvi=oCyt3fwq,Job&jvs=Indeed&jvk=Job

Here are the responsibilities and qualifications they require (from the link above):

Responsibilities:
  • Collaborate with Animators to design, create, test and maintain character rigs
  • Skin character models efficiently with an eye for quality deformation
  • Develop character rigging pipeline tools for deployment to other team members
  • Troubleshoot pre-existing character rig setups/scripts
  • Develop new techniques and processes to solve character production challenges
  • Work with Character Artists to create topology guidelines that meet technical needs
  • Work with production management to prioritize tasks
  • Maintain coding standards of the Tech Art team and submit code for peer reviews
The skills and experience you’ll need:
  • Expert Autodesk Maya proficiency
  • MEL, Python proficiency
  • Experience with setting up production pipelines while being able to follow guidelines
  • Self-motivation and taking initiative
  • Ability to collaborate with multiple teams such as Character Art, Animation, Engineering, and Production
  • In depth knowledge of Maya, preferably 3-5 years of production experience
And you’ll really get our attention if you have:
  • C++ experience
------------------------------------------

Most of what's part of the qualifications for this job have been covered in CRI to a certain extent. From this list, CRI has taught me how to skin character models, create rigging tools, and what topology is needed for certain rigs. Also, CRI introduced me to coding, MEL, and Python. The structure of the class has also taught me how to be self-motivated and how to troubleshoot issues with my rigs. For this job, it seems that I would have to learn more about coding and how production pipelines work. These qualifications seem to be in line with most job listings for rigging, besides the fact that some companies require experience with 3ds Max. Overall, CRI has prepared me greatly to gain more experience in rigging and to be fully qualified for a job like this.

Thursday, August 25, 2016

Visual Development

Final Render

This is my final project for the Visual Development course this month. In this scene I UV and textured the pulley and scraper, and added textures and stickers to both the wall and glass bottle. A useful tool I learned this month was how to utilize the mila_material. The way you can create multiple layers on the material made adding stickers and posters extremely easy to accomplish. A tool I explored on my own was the program Nuke. We did not need to use Nuke for the class, but I decided to check it out and play around with the program so I could get familiar with it. Overall, I'm happy with how my render turned out and I'm excited to apply what I've learned from this class to my future projects.

Below are my light render and texture layouts for the pulley and scraper.

Lighting Render

Pulley Texture

Scraper Texture