Thursday 31 March 2011

Conclusion

Overall I found that there was not a huge amount of modelling jobs available at the moment. Which makes me realise that there are a lot of modellers out there. Therefore modelling is a job that has high demand, which means you need to make sure you fit all of the requirements and be the best that you can in order to get a job in that specialism. However I found the research extremely beneficial and it opened my eyes to other fields of animation within the industry, therefore I am now no longer as narrow minded as to just say that I only want to work in the film industry.

I now have a much better understanding of what is required of me to become a modeller. There are key elements that every company requires and I am going to make it my goal that I reach them. I think that I have learnt a lot this year that has made me a more liable candidate for jobs within the industry. I have definitely gained a more vast amount of knowledge this year and have improved everything that I already knew. However I still have a lot to learn and have not even come close to reaching my potential. I think that with a lot more hard work, practice and tuition I will soon be ready to apply for one of these job roles. This year I learnt the valuable skill of  UV mapping and texturing. Most of the modelling jobs that I found required their modellers to be able to UV map and texture. So hopefully if I develop and learn more about those two skills as well as develop my modelling ability then I will fulfill the criteria that these job roles require.

The skills that I am confident that meet the job requirements are:

  • How to deliver a "clean" model with tidy polygon/sub-d placement and good basic UV layout for texturing
  • Work with teams to deliver models within time and budget constraints.
  • Have experience in using Maya
  • Have experience rendering animations using Mental Ray
  • A very keen eye for detail 
  • Strong spatial awareness and a good sense of form, scale and proportion  
  • Able to learn in house work flows and methodologies 
  • Able to adapt to changing requirements or briefs 
  • Resourceful 
  • On time delivery 
  • Show continuous improvement 
  • Ability to deliver any required model at an appropriate level of detail and realism, which fits smoothly into the pipeline of a show 
Despite meeting lots of requirements I still have a lot to learn in order to meet the modeller requirements. The skills that I need to learn are:
  • Ability to work with packages such as Mudbox or Z-brush are an advantage 
  • At least 1 years experience in feature films would be beneficial. Experience in other areas of visual effects (TV, Games) will also be taken into account
  • Experience in a 3D paint package 
  • A good knowledge of Linux would be an advantage 
  • A strong portfolio
  • A knowledge of Max
  • Industry Experience
There are not too many requirements that I do not meet however there is still a few too many. I am confident that with a lot more hard work and practice I will soon fulfill these requirements. Apart from not knowing some software, Experience seems to be a key feature. Unfortunately as I am just starting out this is something that I will not get until I have got my first industry job. So perhaps its more worthwhile that I look at job positions as a runner.

To conclude this exercise has shown me that I have come along way and learnt a lot. On the other hand it has also shown me that there is still a long way to go. I think that if I keep practicing, I try my hardest to always improve and I learn more and more then I am all set to fulfill my ambition of working in the animation industry!

Datascope Job Role: 3D Games Artist/ High Poly Modeller

I found the job role of a 3D games artist/ High Poly Modeller. I initially did not want to work in games however this job role sounds interesting. Once again I am going to use the traffic light system to show if I meet the requirements of this job position.

"Currently they have and open position for two talented 3D artists.

Skills:
  • A meticulous and fully detailed approach to work
  • 3D Modelling - Rigging , Skinning, UV ability, Low poly skills.
  • High poly modelling is a bonus

Packages:
  • Proficiency in Maya / Max / Photoshop

Requirements:
  • Strong folio of work 

Bonus:
  • Any handheld / online experience would be great. 
  • Strong Leadership ability with the ability to tutor and create documentation
  • Experience with 2D browser games Unity - ( not essential ) 
  • Working knowledge of ZBrush.

Like with the other job roles that I have found, I have a handful of requirements that I meet and a handful
 of requirements that I don't meet. I think that my modelling skills meet the requirements. However I need to learn Rigging, I have learnt the basics of Rigging but need to learn it in more detail. I noticed there are a lot of job opportunties for Riggers. So if i became good at Rigging i'm sure I would be suited for lots more opportunity.

I need to learn Z-brush but that has been on my agenda for a long time.

I have never had the opportunity to lead a group but I have shown some leadership qualities in the projects that I have worked on and have kind of played a tutor role by writing the tutorial that I wrote for this project.

Unfotunatley I have not put a porfolio together yet, It is something that I am definatley going to do in the near future. The reason that I havnt already done so is because I do not feel that my work has been strong enough up until my recent work.

I need to spend more time practicing photoshop, it seems that most of these job roles are looking for people with a knowledge of photoshop.

However I think that affter a bit more practice and some more knowledge of software and techniques then I would definatley be a candidate for this job.

Luminova Ltd Job Role: Modeller

I found a modelling job role for a comapany called Luminova. It is not working in the film industry but it caught my attention and sounded very interesting. This is mostly due to the fact that I have done some work experience for a structural engineer's company and I got to meet the person who worked for that company that was in a job role that was very similar to this job position. I found it very interesting at the time and this type of job appeals to me. Like before I am going to use the traffic light system to show if I match the requirements or not.

"3D Modellers (2 positions)

Luminova UK is a leader in creating computer models and generating accurate 'physical-based' visual output using customised 64 bit modelling and rendering systems. Our service is founded upon highly realistic output, fast turnaround, very large datasets and being on budget. Many of our customers are market leaders in their own right, and the projects we work on are often high profile. Luminova UK delivers large infrastructure projects in a variety of countries.

Luminova UK has 2 x short term contract positions available for 3D Modellers to join our 3D visualization team and would be located at our new project office in W4 London UK.

In Brief the role requires you to:
- Interpret 2D CAD 
- Construct physically accurate computer models.
- Work with teams to deliver models within time and budget constraints.

The right person needs to:
- Have experience in creating architectural models.
- Have qualifications in a relevant field, such as animation, architecture, industrial design where 3D was part of the course and or 
- Have experience in using Maya as package to an advanced level 
- Have experience rendering animations using Mental Ray."

I think that I pretty much meet this job position. However In order to become the perfect candidate I would need to create a better understanding of  the software CAD, and create a better understanding of interpreting 2D structural design drawings from CAD.

I would also need to gain more experience in creating architectural models. As I have only ever modelled a couple of simple buildings. A little bit of time and practice will easily resolve that though.

I am currently working on getting my animation qualification so thats a working progress. I use Maya all the time so getting to an advanced level is very achievable.

The animation project that I just worked on we rendered out with Mental Ray so I now have a fair bit of knowledge about that.

This job role has intrigued me and opened my eyes to the other possibilities of job roles that my skills may attract. 

Double Negative Job Role: Modeller

I found a modeller job role at Double Negative. Below is Double Negative's information about the job role. I am going to use the traffic light system from the last post to again show if I meet the job requirements or not.

"Key Purpose of the Job

To create highly detailed models suitable for use in visual effects work for film, that cover a wide range of organic and non-organic objects.

Needs To Do 

The modeller will need to work very closely with the texture painters, shader writers, look development artists and the riggers to generate models that are suitable for feature film work. The models may be organic in nature, such as various creatures or characters, or they may be models of rigid objects such as cars, buildings, props or sets. They will need to make use of a wide range of reference materials. Models may need to be created from scratch or from scans, reference photography, maquettes, miniatures or other set models. They will also have to work closely with their leads to determine an appropriate level of detail for any given model. It will also be important to work closely with the riggers to produce models that meet their work flow requirements, and with texture painters to determine the optimal UV layout for a model.

Needs To Know 
  • Strong spatial awareness and a good sense of form, scale and proportion 
  • A very keen eye for detail 
  • A full working knowledge of modelling in any one or more of these packages: Maya, XSI and Cyslice 
  • Ability to work with packages such as Mudbox or Z-brush are an advantage 
  • Polygon and sub-division surface modelling. Knowledge of NURBS modelling is not generally required, but a plus 
  • How to deliver a "clean" model with tidy polygon/sub-d placement and good basic UV layout for texturing 
  • A good knowledge of Linux would be an advantage. Familiarity with Windows useful but not essential 
  • When to model detail or have the the detail added through the shading, by liasing with the shader writers and look development artists
  • At least 1 years experience in feature films would be beneficial. Experience in other areas of visual effects (TV, Games) will also be taken into account 

Needs To Be
  • Meticulous 
  • Team oriented 
  • Able to learn in house work flows and methodologies 
  • Able to adapt to changing requirements or briefs 
  • Resourceful 

Measures of Performance
  • On time delivery 
  • Show continuous improvement 
  • Ability to deliver any required model at an appropriate level of detail and realism, which fits smoothly into the pipeline of a show.

Overall I think that I am well suited to the requirements of this job role. There are some aspects that I would definitely need to work on in order to get this job. Firstly I would need to get a full working knowledge of modelling in another software.

I would also need the ability to work with software such as Mudbox and Z-brush. Despite not having any knowledge of Mudbox or Z-brush it has been on my agenda for a long time to learn them. Therefore I have a strong feeling that I will have some knowledge of them in the near future. Its just a matter of me making some time to follow some tutorials, teach myself and practicing a lot to get to the industry standard  required within that software.

I need to improve my knowledge about NURBS modelling despite it not generally not being required it is still a skill that will improve my chances of getting employed as a modeller.

I need to get a better understanding of when to model detail and when detail should be added through shading. In order for me to do this I need to learn some more about shading and talk to people who already know about it. That way I will increase my understanding.

Unfortunately again experience helps a lot but as I am starting out I do not have any. Which is starting to lead me to the conclusion that a runner's job may be a more beneficial way of entering a company in an attempt to get some industry experience in feature films.

On the bright side I meet all of the "Needs To Be" requirements and the "Measures Of Performance" requirements, I think those types of requirements are requirements that I will always meet. Such as being team orientated, being resourceful and being able to adapt. This is mostly due to the fact that my animation course requires these aspects, therefore I am always gaining vital experience.

Framestore Job Role: Texture Artist

Unfortunately I have not been able to find a vacancy at Framestore for a junior modeller, however there is a job position for a Texture Artist. As well as modelling I enjoy texturing a lot so this job role caught my eye.

About Framestore's VFX Department:

"Framestore has been creating world-beating visual effects for film and television for over twenty years. Our work has won numerous international awards, including the 2008 Academy & BAFTA Awards for our VFX on The Golden Compass, three BAFTA Craft Awards and thirteen Primetime Emmy Awards. The hundreds of projects on which we have worked include all of the Harry Potter films, Walking with Dinosaurs and its numerous sequels and spin-offs, many Bond titles and, recently, The Dark Knight."

I am going to use a traffic light system to show you how I fit Framestores requirements. Below are the requirements for this Texture Artist Job Role, If I feel that I fit the requirements then I will put the text of the requirement in Green. If I fit the requirement to a certain extent but there is still work to be done then I will put the text of that requirement in Yellow/ Amber . If I do not meet that requirement at all then I will put the text of the requirement in Red.

"Candidates should have the ability to create painterly textures from traditional painted reference material, creating both organic and hard surface textures. The successful candidate will be a flexible, creative artist with the proven ability to meet deadlines.

Skills Required:
  •  Extensive knowledge of Photoshop
  • Experience in a 3D paint package 
  • Ability to work within a team of other texture artists 
  • Feature experience would be an advantage 
  • Traditional arts background would be preferred  
To apply for these roles you should apply online and include a link to you portfolio showing your texture work; test renders, or images of UV maps/projection maps."

Unfortunately I'm not quite perfect for this job, however I know exactly what I need to work on to become the perfect candidate for the job.

First of all I need to learn a 3D paint package. This can easily be done by a simple matter or teaching my and lots of practice.

Feature experience is off the cards as I have not worked in the industry yet but thats my goal. So there is not much I can do about that apart from pursue jobs in a hope that I will get one.

I will also need to practice texturing in order to get my texturing to the ability that Framestore require which is "create painterly textures from traditional painted reference material, creating both organic and hard surface textures."

However I am flexible, I'm a creative artist and have been proven to always meet deadlines. I also have the ability to work in a team, a team environment is an environment that I thrive in! So its not all negatives.  

Researching Current Entry Job Positions Within The Animation Industry

This unit requires me to find some vacant entry level or junior job positions within the animation industry and use the requirements for those job roles as a source to compare and contrast my own skills.

This ties in nicely with a recent assignment that I was required to do for IPP. I had to create a list of the top 5 companies that I would like to work for. Some of the companies on the list are a lot more realistic in terms of me working for them after completing my animation course. Other companies are more of an ambition or a dream. My list is as follows:
  • Pixar
  • Dreamworks Animation
  • Sony Pictures Animation
  • Framestore 
  • Tandem Films
The IPP assignment also required me to list my top 5 skills and abilities. My top 5 skills and abilities are as follows:
  • Modelling
  • UV Mapping
  • Texturing
  • Camera Animation 
  • Good Team Worker
Although I consider these my top 5 skills there is still lots of room for improvement so I need to make sure that I keep practicing and developing them. Ideally I want to work within the Film side of the Animation industry which is a big reason why I chose the companies that I did. My ideal job role would be Modeller this is due to the fact that Modelling is the animation technique that I enjoy the most.

The two lists above give me a good place to start when researching current job vacancies. I will then select a few of the job vacancies that attract my attention most and compare my own skills and abilities to those that the job requires. This will show me what my strongest areas are, what my weakest areas are and will show me what I need to improve or learn in order to make myself employable.   

Introduction

After completing Industry Exercise 1, I am now starting Industry Exercise 2. For this project I am required to choose a specific subject area and create a tutorial that will teach the reader or viewer an animation technique. I am also required to create a project schedule using a piece of project management software called Shotgun. This will allow me to prioritize my time, manage contingencies when things go wrong and will teach me to know how much my time should cost. Therefore adding structure and making my projects run more efficiently.

At first I couldn't decide between creating a tutorial on modelling or UV mapping. After lots of thought I decided that the subject area that I was going to write my tutorial on was UV mapping. I also decided that I was going to write my UV mapping tutorial for beginners so I am going to cover the basics of UV mapping. I decided to do my tutorial on UV mapping because it is a subject area that I thoroughly enjoy and for that reason I am most comfortable with it. I have recently had to do lots of UV mapping for my other animation projects so I have been developing a greater understanding of UV mapping. I decided to cover the basics as the basics are always used when UV mapping. Writing a tutorial on UV mapping will help me to recap my knowledge and give me more practice allowing me to move onto more complex UV mapping.

In my Basic UV mapping tutorial I am going to cover Planar mapping, cylindrical mapping, spherical mapping, automatic mapping, editing UV layouts and taking UV snapshots. I will be using simple objects such as a cube, cylinder and sphere to cover the subject areas of Planar, Cylindrical and Spherical mapping. However when it comes to automatic mapping I will be using a more complex monster model that was built for my post production and visual effects project. This will also allow me to showcase the basic tools used to edit UV layouts in the UV texture editor, it will also allow me to show my UV mapping ability.