Middle Texture Artist
Middle Texture Artist for retro-futurism game project at DreamVR studio. Office or remote, flexible hours, salary based on interview.
Responsibilities: - Texture assets of varying complexity (from small props to large architectural forms) in Unreal Engine 5 using PBR Metallic/Roughness workflow with Layered Materials. - Import textures into engine and final shader setup. Maintain clean naming, structure, and storage of created content. - Validate own work with project-integrated validators. - Maintain overall project style. - Work closely with the art lead on the project.
Essential: - Knowledge of PBR and principles of texturing 3D assets (UV, UDIM, Texel Density, texture formats, color depth/bitness, etc.) - Proficiency in Substance Painter as the main tool. - Ability to check UVs, give feedback/point out problem areas. - Basic knowledge of Substance Designer. Ability to create materials is a big plus. - Proficiency in Adobe Photoshop or similar 2D editor. - Eye for design and desire to understand how materials work, ability to gather references. - Skills in texturing various surface types (props, vehicles, architectural structures, hard-surface organic). - Ability to adequately estimate time for tasks. - Good communication skills: clearly, calmly, and friendly convey vision/feedback, accept feedback adequately. - 2+ years of experience as Texture/Material Artist. - Up-to-date portfolio required. Nice to have: - 2D/3D skills and experience. - Experience with Unreal Engine 4/5. - UV creation in Rizom UV or any 3D content package. - Experience with task trackers (Jira preferred). - Experience with version control systems (Perforce, Plastic SCM, GitHub). - Basic English for reading technical documentation. - Powerful PC (for remote work).
Work formats: office or remote. Flexible start of the workday from 9-12 (Moscow time). Opportunity to implement bold solutions. Salary based on interview results. Experienced close-knit team.
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