Senin, 12 Desember 2011

CG Modeller



Modellers build three-dimensional computer models of everything that is needed for a CGI project. As they develop their skills and interests, Modellers may concentrate on different areas such as characters, objects, environments or special effects. 





Further on in the process, Riggers will rig the models to enable them to be animated and Texture Artists will apply texture which will be further enhanced at the Lighting stage when tone and depth are added. 





What is the job?


From designs, concept drawings and any other available reference material, Modellers create three-dimensional models using whatever software is applicable to the production.





They work to established designs and need to produce an accurate translation of the reference, staying on model (in style). There may be occasions when Modellers will need to do their own research or scan in a maquette or sculpture as reference.





The models they produce need to meet the creative requirements of the Production Designer and/or Art Director and/or Client, but it is just as important that they should satisfy the technical needs of the CG department and be efficient, reliable, to scale and easy to rig and animate.





It is important that Modellers understand and appreciate what will be required of their models in the later stages of production because this can affect the work they produce. Information about the action that is going to be required from a model will be provided by a Director, Supervisor or Animator, or can be found in the storyboard or layouts. 





On smaller productions, Modellers may also rig, build textures and create lighting. On larger projects, they may be required to liaise with riggers, texture artists and lighters.





Typical career routes


There are several levels of Modeller from a new entrant taken on as a trainee or junior, through to a Senior Technical Director or Supervisor. This job profile relates to a mid-level Modeller. Modelling can be a good career choice or can lead on to other roles, such as rigging or texture. 





Ideally, Modellers combine both modelling and texture skills which give them flexibility when progressing through the CG Department. With the appropriate talent and skills, a successful Modeller/Texture Artist may aim, eventually, to be either a CG Supervisor or a VFX Supervisor.





Essential knowledge and skills


One of the most important skills is to be able to think in 3D. In addition, it will be necessary to demonstrate at least some of the following within a portfolio submitted for a Modelling position:




  • ability to follow design reference accurately and work in a range of styles;

  • ability to create moderate to complex and organic models;

  • ability to model characters, props and environments, working to a good level of finish, if required;

  • good drawing skills including use of light and shadow and a good understanding of anatomy;

  • strong sense of scale, form, weight and volume;





Key Skills include:




  • good understanding of modelling with either Polygons or NURBS; 

  • ability to do UV mapping;

  • ability to problem solve;

  • ability to communicate with colleagues and work as part of a team;

  • ability to take direction and willingness to address comments and make changes;

  • ability to work with a minimum of supervision and capacity to function as team leader, if required;

  • ability to deliver on schedule, working under pressure if required;

  • respect for the procedures and requirements of a particular studio, production or pipeline; 

  • knowledge of the requirements of the relevant Health and Safety legislation and procedures





Training and qualifications


Modellers are likely to have gained a degree in one of a variety of different disciplines including Mechanical or Civil Engineering, Industrial Design, Architecture, Computer Graphics, Computer Animation, Sculpture, Woodwork, Metalwork, Ceramics, etc.





It is possible that a period of comparable professional experience, or working up from a trainee, may replace an academic qualification providing that a portfolio can demonstrate the necessary talent and skills.





Modellers will be expected to have solid experience in at least one of the 3D CG packages regarded as standard by the industry. Maya is currently the most widely used programme for film, television and facility houses in the UK. However, it is unlikely that knowledge of a specific programme will affect employment.





Some studios may provide the necessary re-training if modelling talent and skills are well established in a portfolio; alternatively, Modellers will need to upgrade their own skills and take training on the relevant software. Life drawing and experience of sculpting or traditional model building are an asset.

Production Designer - Animation



Production Designers are responsible for creating the 'look' of a project, visually interpreting the script, developing characters and environments that will both illustrate the narrative and enable Directors to realize their vision.





In the early stages of a project, this is likely to be done in partnership with the Director and, sometimes, in conjunction with the Producer and/or Client.





While establishing the stylistic theme, Production Designers also have to consider the technical resources available on the production and any budgetary and scheduling restrictions.





What is the job?


Production Designers consider the script/treatment, and any other form of brief, when producing the original designs. While being aware of the likely method of animation, in the early stages of a project they will use whatever technique is appropriate to demonstrate the proposed designs.





For most types of animation, designs are often developed initially in a 2D format and presented as drawings or paintings regardless of the final technique, even for projects that are destined for CGI.





On some smaller productions, the Production Designer's role may be combined with that of Art Director which means an ongoing involvement with the project. They may also function as the Character Designer and/or Background Designer.





Either alone or with a team, they will establish the environments, characters, props, colour schemes and any other design elements required for the production. The amount of work required from Production Designers in order to style a project will vary depending upon the requirements of each production and the size of the Art Department.





On some projects, the Production Designer may also be the creative head of the Art Department, often supervising the work of a team which may include art directors, concept artists, character designers, sculptors, prop designers, background artists, set designers, model makers, set builders, set dressers and pre-vis (pre-visualisation) artists. (Storyboard and Layout Artists are usually working for the Director but can sometimes be regarded as part of the Art Department.)





It is likely that the Art Director, together with the Production Manager and/or Co-ordinator, will cover the organisational running of the department. In some cases, Production Designers will be commissioned to produce only key designs that define the style of the film and this work will be implemented and supervised throughout production by Art Directors.





Typical career routes


There are no typical career routes. If a project is based on an existing book or comic strip, the creator of that original work may become the Production Designer; depending on the project, an illustrator or graphic designer may be chosen as good 'casting' based on their previous work, regardless of the medium.





Ideally, Production Designers will have worked their way through the Art Department, possibly starting as character or set designer and working their way up to Art Director.





The experience gained via this route will enable Production Designers to appreciate more than just the design aspect of the project and enable them to make a greater contribution both to the technical realisation of their work and the efficient running of the art department.





Essential knowledge and skills


Production Designers need imagination, artistic flair and talent to produce the design solutions for a project. They must be able to understand not only what will be appropriate in terms of design, but also what is going to be achievable further down the line by the animation and post-production teams.





They need to be able to work to a schedule and budget and, in some cases, provide budget information regarding art department costs to the production team. If Production Designers do not have an animation background, they should ensure that members of their team are able to provide any technical expertise that they may lack.





Key Skills include:




  • design talent;

  • good people management and leadership skills;

  • good communication and presentation skills;

  • ability to manage schedules and prioritize their own work and that of others;

  • ability to take direction, give direction and work as part of a team;

  • ability to work without supervision;

  • ability to receive and address comments;

  • ability to interview and assess work of potential art department members;

  • ability to work long hours and, if required, function under pressure;

  • knowledge of the requirements of the relevant Health and Safety legislation and procedures





Training and qualifications


Production Designers are likely to have an established track record and be selected on the basis of the suitability of their style and work, and their sympathy for a particular project. It is likely they will have art-related or design degrees but may or may not have any experience of animation.





Many famous artists have created production designs not only for opera and theatre but also for animation. However, an understanding of both animation in general, and the technique of a particular project, will be extremely helpful.

Series Director



Directors provide the vision and creative leadership for a project. They determine and guide the narrative content and visual style of a production, and are sometimes the creator of the original designs. In the early stages of production, they work closely with the Producer(s), Scriptwriter(s) and Production Designer. In principle, the role is similar for all techniques of animation although certain technical skills may vary.





Responsibilities


Directors are responsible for the creative planning and design of the production as a whole. They are responsible for interpreting or incorporating clients', producers' or commissioners' comments and for the quality of the final delivered product. Directors must be aware of any relevant restrictions that might affect production and, in conjunction with the producer, can be involved in both schedule and budget management. They have creative responsibility for the entire production team and may be particularly involved with the design, storyboard, layout, animation and post-production departments, or wherever creative choices and decisions are required. 





It is likely that the director will be active in all aspects of the soundtrack, including casting and directing the actors and guiding the musical direction. Directors may be involved in crew selection and technical choices, although they do not necessarily have a technical background themselves. On smaller productions they may produce the storyboard and either animate themselves, or direct other animators.





Skills


Creativity, imagination and artistic flair are all essential, combined with storytelling skills and film literacy. Project management and leadership abilities are necessary to direct and manage the story, design, layout, animation and technical teams. Excellent communication and presentation skills, and the ability to keep to deadlines and respect budgets, are also required. Directors may need huge reserves of tact and drive in order to achieve a balance between creative desires and production requirements while still managing to deliver the best possible products. 





Qualifications/Experience


Directors are more likely to be employed on the basis of their talent and track record than on any formal or academic qualifications. They must be able to demonstrate not only the creative quality of their previous work, but also their leadership skills. Many directors have progressed through various departments within their chosen animation technique and are likely to have initially graduated from an Animation, Art, Computer or other relevant degree course. An apprenticeship experience provides a useful understanding of all aspects of the production process.

Lighting TDs/Lighters

Lighting TDs/Lighters add the lighting that creates atmosphere, adding realism, tone and depth to a scene; visually balancing individual elements to enable the compositors to produce a convincing image. They need to use technical skill and aesthetic judgement in order to create images that not only look good but are easy to render (output; translating computer data into images).


Lighting is a fundamental skill required by generalists who cover more than one role when working on smaller projects. On larger productions, there is likely to be a team of dedicated Lighting TDs/Lighters. 


What is the job?
Lighting TDs/Lighters make sure there is consistency in lighting, colour balance and mood between the various elements of a shot or scene. When appropriate, they ensure the CG looks photo-realistic to match the live action plates. Not only do Lighting TDs/Lighters emphasise drama or narrative, they also establish and clarify location, weather, time of day, etc. 


It is likely that there will be an established design theme for a sequence or a project which Lighting TDs/Lighters need to respect. They refer to the relevant production designs and apply that visual style as faithfully as possible, taking care to maintain continuity.


On some projects, a Lighting TD/Lighter may be involved in the research and development of different effects for the Art Director or Lighting Supervisor. In a large company or on a larger project, Lighting TDs/Lighters are often part of a team, but they need to be able to work with a minimum of supervision, understand the tools available and know how to utilise them to create the desired effects. On smaller productions, the role of Lighting TD/Lighter may be combined with that of Modeller or Texture Artist.


Lighting TDs/Lighters need to work closely with the Rendering and Compositing Departments to understand and appreciate what is required at the next stage and ensure their material is easy to use and delivered on time. 


Typical career routes
There are several levels of Lighting TD/Lighter from junior through to a Senior Technical Director or Supervisor. This job profile relates to a mid-level grade. There is no traditional route into the Lighting department but it is unlikely there will be suitable jobs for new entrants.


Lighting TDs/Lighters with artistic interests may tend towards 'look development' while those with more technical skills may find shader -based work is more appealing. Sometimes a Shader Writer makes the move into Lighting. Lighting Designers from the theatre, Photographers or Fine Art Painters, all with technical understanding of computer processes, can become good lighters.


The senior position within the department is the Lighting Supervisor and experience at this level could, eventually, lead on to CG Supervisor or VFX Supervisor.


Essential knowledge and skills
  • strong sense of light and shadow demonstrated by artwork, photography, theatre, film or CG work;

  • knowledge of colour theory (Art History can be useful);

  • ability to follow design reference and sympathy with wide range of styles;

  • ability to light characters and environments, interior & exterior, different times of day, etc ;

  • an understanding of composition and the ability to enhance mood by lighting; 

  • good working knowledge of computer animation packages, particularly Maya.

  • good working knowledge of 2D Paint software and various industry-standard rendering programmes, such as Renderman, Mental Ray and Brazil;

  • good working knowledge of palettes and CLUTs (Colour Look Up Tables);

  • ability to do UV mapping;

  • good understanding of maths and physics;

  • understanding of the principles of cinematography including depth of field, density, use of filters; 

  • ability to problem solve;

  • ability to communicate with colleagues and work as part of a team;

  • ability to take direction and willingness to address comments and make changes;

  • ability to work with a minimum of supervision and capacity to function as team leader, if required;

  • ability to deliver on schedule, working under pressure if required;

  • respect for the procedures and requirements of a particular studio, production or pipeline:

  • knowledge of the requirements of the relevant Health and Safety legislation and procedures



Training and qualifications
Ideally, Lighting TDs/Lighters will combine art and maths qualifications. In fact, they are most likely to have gained a degree in Computer Graphics, Computer Science, or one of a variety of different disciplines including Art-related subjects, Photography, Computer Animation, Maths or Physics.


Once established, their work and track record will be of more value than a degree. Solid experience in at least one of the 3D packages currently in use by the industry will be expected. These include Maya, Houdini, XSI, 3D Studio Max and Lightwave and familiarity with other programmes would be an advantage.


At a more junior level, it is possible that some relevant professional experience may replace an academic qualification providing a portfolio and/or showreel demonstrates the necessary talent and skills.

Lead Lighter



Lead Lighter will be responsible for lighting digital assets and seamlessly integrating them with background plates, 3D environments and other characters. 





Essential Duties and Responsibilities:




  • Design and create lighting and the look of CG objects, scene images, effects and programs for digitally composited sequences to reach the vision of the Director, Production Designer, Art director and VFX Supervisor.

  • Set up, light, rig and establish key shots for a given sequence.

  • Work closely with Directors, Production Designer, Art Directors, Visual FX Supervisor and Cg Supervisor, to set a reference for the sequence. Address all lighting comments, clarifying artistic direction when unclear.

  • Define standards and techniques for lighting a sequence that maximizes efficiency and ensures quality. Optimize setups for rendering.

  • Creative responsibility to keep the continuity of the sequence consistent with the key shot.

  • Provide leadership for production lighting team both creatively and technically. Foster good working atmosphere and ethics. Lead by example and promote good morale.

  • Ensure that lighting setups are clean, well documented, modular and easily applicable to other shots.

  • Troubleshoot creative and technical issues as they arise.

  • Initiate, set up, organize and document any lighting - tools, adbs, scripts or processes on a global or sequence level.

  • Lead meetings to hand off the sequence to production lighters before they start. Using the key shots, clearly explain and give direction as to the technical and aesthetic challenges of the sequence. Similarly, hands-off the set ups to other teams that need to deal with common elements, such as environments or FX.

  • Create and maintain sequence feedback devices such as mov lists and contact sheets.

  • Mentor production lighters and ensure that they technically and aesthetically achieve look of the sequence.

  • Collaborate with Cg Supervisor and Head of FX timely FX integration for a sequence.

  • Collaborate with CG Supervisor timely matte painting integration for a sequence.

  • Manage personal shot load, meeting all deadlines of milestones to final film delivery, based on the schedule for a given sequence.

  • Help facilitate CG character visual development. This can include working with surfacing, setting materials or shader parameters.

  • Attend creative reviews such as Dailies or Art Director rounds.

  • Assist Cg Supervisor when needed. This can include helping with shot assignments, prioritizing renders, reviewing surfacing.

  • Work closely with Art Directors for direction and clarity on props/sets and lighting withing sequence.

  • Responsible for informing Production Supervisor and CG Sup of any scheduling and quota issues.

  • Help bid sequences.

  • Assist with interviews and recruiting.

  • Attend sequence breakdowns and kick off meetings.

  • Be able to run DDR and playback devices in CG Supervisor’s absence.





Minggu, 11 Desember 2011

FX Lead



The FX Lead will oversee and provide continuity for a team of FX artists who will be designing and implementing a variety of fx elements, ranging from particle simulations and fluid solves to rigid body dynamics and other fx techniques. 





Management Responsibilities:




  • Primary interface in communicating with other departments for their sequences.

  • Ensure all FX work for their sequences adheres to pipeline standards.

  • Work with Head of FX and Production Supervisor in bidding FX for the sequence.

  • Work with Head of FX and Production Supervisor to track the progress of all of the FX in a sequence and flag potential problems.

  • Review the current state of the sequence on a weekly basis.

  • Work with Head of FX and Production Supervisor to coordinate timely FX integration with the Lead Lighter and/or CG Sup of the sequence.





Artistic responsibilities/Animator mentoring:




  • Be present at Rounds and to collaborate with the Head of FX to give technical feedback.

  • Be available to answer technical questions but is not an additional approval step between Head of FX and artist.

  • Maintain a database of artwork and reference materials for their sequences.

  • Ask for Directors’/VFX Supervisor launches as needed.

  • Work with Head of FX to ensure that Rounds and Dailies comments are understood and addressed.

  • Provide feedback to the Head of FX and Production Supervisor on performance reviews.





Meetings/Rounds/Creative Reviews:




  • If possible, attend FX-related meetings for the assigned sequence and be able to speak on behalf of the department in the event that the Head of FX and/or VFX Supervisor are not present.

  • Work with Production Supervisor and Production Coordinator to schedule inter-department meetings for the sequence.

  • Work with Production Supervisor and Production Coordinator to determine if the creative notes given during reviews can be made within established bid times.






Prioritizing:




  • Unless specified by the Production Supervisor, the Sequence Lead role is the first priority, followed by shot work.

  • Work with the Production Supervisor to prioritize FX Animator and overall sequence tasks.








FX Animator / FX Artist


Essential Duties and Responsibilities:




  • Designs and creates images, elements and effects (such as fire, smoke, crowds)

  • Solid understanding of Maya to be able to use it for particle systems, fields, expressions, MEL scripts, soft bodies, rigid bodies, cloth dynamics and particle instancing/flocking

  • Develop EFX system independently for production use

  • Effectively use in production an EFX system that another FX Animator developed (i.e. bubbles, Creatively solve problems and achieve art direction given to them for a shot

  • Work with other departments and other FX animators to achieve the goals of art direction given

  • Solve minor problems independently 

  • Strong artistic vision and ability to be creative and expand upon the art direction given

  • Strong sense of design and composition

  • Strong understanding of Animation and how things should look, feel and move

  • Some experience writing scripts and/or programming is preferred

  • Ability to multi-task on multiple shots whether similar or different

  • Prioritize tasks

  • Work on shots independently and efficiently

  • Patient and willing to answer questions and mentor other artists

  • Stays abreast of current technologies and attempt to implement them effectively

  • Shows follow thru and is punctual at dailies






Qualifications, Education and/or Experience




  • Experience involving simulations of natural phenomenon, particle systems, procedural modeling, procedural animation, hard and soft body dynamics and other similar effects

  • Must have visual and technical skills 

  • Ability to work collaboratively in a high-end software and production environment

  • A background in computer programming, preferably in C or C++ and UNIX

  • An understanding of physical dynamics and natural phenomena is key