Xmas work – Week 5

On set – VFX Supervisor

The VFX Supervisor is responsible for the whole VFX project in it’s entirety. They manage all the VFX Artists in a process and are responsible for all VFX elements that are produced. While a CG Supervisor supervisors the whole CG Team, the VFX Supervisor is present on set during production to oversee the production and voice any VFX Concerns that may occur, working with both the Producers and Directors to mitigate problems in VFX Before they happen to save time prior in post production. VFX Supervisors are also responsible for deciding on what VFX Is needed for a shot, or if the shot can be done practically by other means such as special effects.

Due to a VFX Supervisor being both involved on set and being the go between for the VFX Studio and the producers / directors on set, a VFX Supervisor needs to know at least the fundamentals of production work on set such as lighting, camera basics, cinematography and on set experience combined to provide the people they are working with the knowledge to make accurate decisions about the visual effects needed for a film or shot. VFX Supervisors should be excellent at communication and leadership, and have knowledge of the VFX Pipeline and how it works. A VFX Supervisor’s average salary is around 29,339 pounds per year.

Sources: Role Info: https://www.screenskills.com/job-profiles/browse/visual-effects-vfx/on-set/vfx-supervisor/ More role info: https://www.productionbase.co.uk/blog/2019/10/14/become-vfx-supervisor/ Salary Info: https://www.glassdoor.co.uk/Salaries/vfx-supervisor-salary-SRCH_KO0,14.htm

On set – Data Capture Technician

A Data Capture technician’s work is primarily based around collecting all information for a VFX Shot to work properly. This data would include things like the lens used, focal length, filters, focus and colour temperature, which usually show up in a camera’s metadata, however a Data capture or data wrangler will also record things like camera height, distances from cameras to actor and anything that will help in the translation of the camera and set into a 3D Space by the CG Department for creating accurate environments and camera angles for a VFX Shot. An example would be measuring the distance between an actor and the camera and then using those measurements in Maya to create a realistic depth between the virtual camera and a CG Element.

A Data Capture Technician should be extremely well organized for delivery of data and files to a VFX Studio, have on set experience and knowledge of how a production set operates, and be good at communication with crew members to get accurate measurements. The average salary of a data capture technician is around 27,277 pounds per year.

Sources: Role Info: https://www.screenskills.com/job-profiles/browse/visual-effects-vfx/on-set/data-capture-technician/ More Role Info: https://jobs.smartrecruiters.com/Technicolor/743999762486297-data-capture-on-set Salary Info: https://www.glassdoor.co.uk/Salaries/data-capture-technician-salary-SRCH_KO0,23.htm

Compositing – Compositor

A compositor’s job is to take everything created together from the CG Department and finalize the picture or frame. A compositor overlays CG Footage onto live action and uses a combination of matte painting and other tools to achieve a proper finalized result. For example if we had a green screen footage of a girl that was needing to interact with a CG character in a scene, a Compositor would create a Chroma Key to remove the green colour from behind the actor, and go about tweaking the cut out or alpha of the character to make them into a single layer. The compositor would then go about using colour and lighting effects to make this layer look like it’s in the live action footage, and do the same with the CG Element that has been rendered out to them via the CG Department.

https://www.youtube.com/watch?v=ddLEVUMK6Ic&ab_channel=TheCGBros

Compositing can be used in both film and television, as well as used in advertisements. The software involved can vary, though the primary softwares that are used are Nuke, photoshop and after effects, Shake, Maya, Flame and BlackMagic Fusion. A compositor must have an immaculate attention to detail to accurately combine multiple pieces of media together to create a realistic and cohesive final picture. A good way to think about it are that compositors are the professional photoshoppers of the VFX world. The average salary for a compositor is around 52,347 pounds a year.

Sources: Role Info: https://www.screenskills.com/job-profiles/browse/visual-effects-vfx/compositing/compositor-visual-effects-vfx/ More Role Info: https://www.cgspectrum.com/career-pathways/compositor Salary Info: https://www.glassdoor.co.uk/Salaries/london-compositor-salary-SRCH_IL.0,6_IM1035_KO7,17.htm

Compositing – Compositing Supervisor

If CG Supervisors are meant to oversee all of the CG Elements to completion, a compositing supervisor is essentially a similar role in which a Compositing Supervisor will do quality checks of each shot, make sure the colour is maintained and have continuity, and organising all other compositors, assigning them shots and making sure shots get done on time. It’s specified that they also work on shots if needed sometimes, and in my previous work place, this was the case especially with very difficult shots, where other compositors would work on easier shots while the compositing supervisor would both help artists with issues on shots and tackle the harder shots that needed a more experienced artist’s hand.

A Compositing Supervisor will need all the skills of a Compositor as well as all the knowledge of these programs, plus a fundamental knowledge of CG And 3D Work. A Compositing Supervisor also needs to be a very good leader and communicator, as well as a good planner and problem solver to make sure shots are done on time and come up with solutions to difficult problems on shots. A compositing supervisor will also need to be good under pressure and have a lot of experience in compositing obviously. The average salary of a Compositing supervisor is around 55,389 pounds per year.

Sources: Role Info: https://www.screenskills.com/job-profiles/browse/visual-effects-vfx/compositing/compositing-supervisor/ More Role Info: https://jobs.jobvite.com/double-negative-visual-effects/job/o9Sv7fwn Salary info: https://www.glassdoor.co.uk/Salaries/london-compositing-supervisor-salary-SRCH_IL.0,6_IM1035_KO7,29.htm

Xmas work – Week 4

CG Department – Layout Artist

A layout artist can almost be thought of as the cameraman or director of photography of the 3D Space. Layout Artists will determine where the virtual camera is in a scene and where characters in a CG characters will be choreographed in the position of a shot and where they will move around. While a director would work with actors and where they would be on a production set, a layout artist determines where virtual cameras would be and where those 3D Elements would be in scene. Layout artists must keep a consistent scale throughout their scenes for use in VFX shots and the scale of CG Elements down the line, as well as things like the lighting and composition of a scene.

A Layout Artist must have a good reference of where characters will be in the scene, an understanding of cameras and their functionality, and a basic understanding of physics so that cameras will work in ways that do not deny physics (aside from some abstract reasonings) A Layout artist should be proficient in 3D Modelling, with most common 3D Software used like Maya. The average salary of a layout artist is around 33,442 pounds per year.

Sources: Role Info: https://www.screenskills.com/job-profiles/browse/visual-effects-vfx/computer-generated/layout-artist-visual-effects-vfx/ More Role Info: https://vfx-montreal.com/job/layout-artist-3/ Salary info: https://www.glassdoor.co.uk/Salaries/layout-artist-salary-SRCH_KO0,13.htm

CG Department – Matchmove Artist

When you have your 3D Models ready to go and rigged, a 3D environment is needed to place them in, if this is live action footage they need to be implemented into the scene properly, A matchmove artist’s job is to make that a reality by recreating the camera’s movements in a 3d Space by tracking points, and then using that camera data to build out a 3D Environment to match the shot for things in use of the scene like character’s shadows, destruction to surrounding enviornment or other things in a scene.

Matchmove artists use software like Maya, 3DEqualizer, After Effects, PFTrack and Vodoo. Matchmove artists must be very meticulous with their work to create realistic tracking so that the CG Objects implemented seem real and authentic and don’t look like two layers overlapping each other. A Matchmove artist’s average salary is around 33,442 pounds a year.

Sources: Role Info: https://mountcg.com/what-is-matchmoving-and-what-does-a-matchmove-artist-do/ More role info: https://www.screenskills.com/job-profiles/browse/visual-effects-vfx/computer-generated/matchmove-artist/ Salary Info: https://www.glassdoor.co.uk/Salaries/matchmove-artist-salary-SRCH_KO0,16.htm

CG Department – Lighting Artist

A lighting Artist’s job is meant to match the lighting of a scene in 3D Either on set or per a Layout Artist’s layouts in a 3D scene. A lighting artist uses tools in 3D To make a model look like it’s on set by matching the lighting used on set when in a film, such as light intensity, colour or even matching down to the light’s falloff.

A lighting artist must be proficient in both 3DM Modelling and knowledgeable about the layout of a scene, as well as have a strong basis on physics and how light works, such as it’s dispersion on objects and reflectivity. A lighting artist will usually be working with many other roles such as directors, CG asset leads, and production coordinators. Lighting artists will use programs such as Maya and Nuke, and the average salary of a lighting artist is around 31,099 Pounds per year.

Sources: Salary Info: https://www.glassdoor.co.uk/Salaries/lighting-artist-salary-SRCH_KO0,15.htm Role Info: https://www.screenskills.com/job-profiles/browse/visual-effects-vfx/computer-generated/lighting-artist-visual-effects-vfx/ More role info: https://www.careersinscreen.ie/role/lighting-artist-2/ Even more role Info: https://vfx-montreal.com/job/lighting-artist-2/

CG Department – CG Supervisor

A CG Supervisor is the head of the CG Department, and thus responsible for the delivery and quality of all CG elements of a VFX Project. CG Supervisor’s jobs decide just about everything, from the order of which work needs to be done, to what work may need to have RnD create ways to achieve a look in a shot, to finding out what tools and program would need to be used on a shot (An example being using the physics of a program like Houdini as opposed to Maya for a shot)

A CG Supervisor is someone who knows all facets of a CG Department and can help people in these various areas if they are to run into any problems, as well as plan out meticulously what is needed and how things will run. A Cg Supervisor should be an expert in 3D Software and other industry software and should also have excellent communication skills to communicate effectively with their team and producers / directors. The average salary of a CG Supervisor is around 72,598 pounds per year.

Sources: Role Info: https://www.screenskills.com/job-profiles/browse/visual-effects-vfx/computer-generated/computer-graphics-cg-supervisor/ More role Info: https://jobs.jobvite.com/double-negative-visual-effects/job/o1ntafwL Salary info: https://www.glassdoor.co.uk/Salaries/london-cg-supervisor-salary-SRCH_IL.0,6_IM1035_KO7,20.htm

CG Department – Look Development Artist

A look dev artist keeps everything consistent throughout a project. A lookdev artist works with the texturing artists, Lighting artists, character artists and concept artists to make sure that when for example a character is places in a rainy area and needs reflections that they can establish different looks for the character and make the character covered in rain and wet while still maintaining the overall look of the character.

A look development artist must be very keen to detail for maintaining the overall quality of a model and perform quality checks on anything that goes between the texture artists and modellers to the lighters to maintain the visual style of the project being worked on. A look dev artist should be proffecient in Maya, 3DS Max, Photoshop, Substance Painter, Arnold, VRay and Nuke. The average salary for a lookdev artist is around 33,442 pounds a year.

Sources: Role Info: https://www.screenskills.com/job-profiles/browse/visual-effects-vfx/computer-generated/look-development-artist/ More Role info: https://www.cgspectrum.com/career-pathways/look-dev-artist Salary Info: https://www.glassdoor.co.uk/Salaries/look-development-artist-salary-SRCH_KO0,23.htm?countryRedirect=true#:~:text=The%20national%20average%20salary%20for,Artist%20salaries%20in%20your%20area.

Xmas work – Week 3

CG Department – Modelling Artist

Modelling Artists are the artists that create 3D Models to be used in compositing, design or other areas, these artists can be broken into around 3 categories, Those being:

Environment Artist – Specializing in the creation of Maps, Layouts or environments used in a 3D Setting, there are even two subsets of this role, those being Asset creation and Layout for even further specification when creating jobs. These environments could be used in film for cityscapes, Maps for video games, or even outside of the normal media industry, such as environmental design for interior design, urban planning or even use in crime labs.

Character Artist – While environment artists specify on areas or small non organic assets, character artists specify on creating characters or creatures. This role would usually be used within the media industry as opposed to non film or game related industries.

Vehicle Artist – A vehicle artist is similar to a character artist’s role, however this role is dedicated more to creating non organic vehicles like star-ships, weapons, robots or cars.

A Modelling Artist is primarily focused on specifically sculpting and modelling these 3D models, with UV’s texturing and shading, while still important, is a separate role entirely, however in some roles, a Modelling artist can also be doing texturing, Uv’s etc. However 3D modelling artists are primarily focused on the actual shape and form of what they are modelling.

A 3D Modeller’s role will usually use programs such as ZBrush, Maya and Mudbox, with artists needing a firm grasp on both the software and a Model’s real-world scope and proportions. The average salary for a modelling artist is around 30,987 Pounds a Year.

Sources: Role Info: https://www.screenskills.com/job-profiles/browse/visual-effects-vfx/computer-generated/modelling-artist/ More Role Info: https://www.yellowcat.london/vfx-modelling-artist-breakdown/ More Role Info: https://www.axisstudiosgroup.com/careers/jobs/modeling-texturing-artist-vfx/ Salary: https://www.glassdoor.co.uk/Salaries/uk-3d-modeling-and-texturing-artist-salary-SRCH_IL.0,2_IN2_KO3,35.htm

CG Depratment – Animator

If we were to think of the previous role in the form of creating a puppet, this role would be then making the puppet move. An Animator’s job includes using Rigs on a 3D Model to go about animating a character to make movements for integration into a visual effects shot or a character’s movement in an animated film. In some instances, motion capture is also used for films to capture an actor’s performance and tweak their appearance in the shot, such as adding a different outfit on the character in post.

An Animator must be both versed in the 3D Animating software and have a solid grasp of real movements to be order to make realistic movements for an animation. Animators usually work in Maya, Blender, 3Ds Max or Cinema4D. The average Salary For an Animator is around 35,780 Pounds a year.

Sources: Role Info: https://discover.therookies.co/2019/05/22/job-titles-in-3d-animation-visual-effects-and-what-they-actually-mean/ More Role Info: https://www.screenskills.com/job-profiles/browse/visual-effects-vfx/computer-generated/animator-visual-effects-vfx/ Salary Info: https://www.glassdoor.co.uk/Salaries/london-3d-animator-salary-SRCH_IL.0,6_IM1035_KO7,18.htm

CG Department – Texture Artist

A texture Artist’s job is in essence to create a “skin” to be used on a Modelling Artist’s work a texture artist works to create the colour, transmission, reflection and all other elements to enhance a model and make it look the way that it looks. A texture artist may sometimes work from scratch to create a texture, or be given an image as reference to work off of. Think of a regular Model as a blank white wall. A Texture artist is the artist that uses the paint on the wall, gives it colour and makes the wall have its sheen and reflection. A texture artist must have both a firm understanding of modelling and UV’s, as well as doing digital compositing and digital painting, an example being photoshop compositing work and use of blending modes.

A Texture artist must be knowledgeable in UV’s and modeling, and have an understanding of basic light theory, how it refracts off of objects or passes through them, and have some fundamental understandings of anatomy, such as blood passing through ears and creating a red glow when light passes through the thinner areas. Texture artists usually use Substance Painter, Photoshop, ZBrush, Body Paint and other programs to achieve good texturing. The average salary of a texture artist is around 36,203 Pounds per year.

Sources: Role Info: https://www.screenskills.com/job-profiles/browse/visual-effects-vfx/computer-generated/texture-artist/ More Role info: https://www.cgspectrum.com/career-pathways/texture-artist Even more role info: https://www.foundry.com/insights/film-tv/texture-artist-mari Salary Info: https://www.glassdoor.co.uk/Salaries/texture-artist-salary-SRCH_KO0,14.htm

CG Department – Environment Artist

An Environment artist as described prior, is primarily an artist that works on the environment of a 3D area, this can be used in Interior Design, Exterior Design and Urban Planning, Game Design, Film and Advertisements, and any area or industry that requires the creation of an environment either for reference or for use in something. Environment artists usually work off of either photos provided from photos, concept artist sketches or line drawing sketches. Environment artists should be proficient in 3D modelling and have a sense of geography, architecture and even have a basic understanding of physics.

An environment artist may use many different software depending on the facet of the industry. However the main overall tools include Maya, ZBrush, 3D Studio Max, Mudbox, Unity and Unreal Engine. The average salary of an environment artist is around 29, 754 pounds per year.

Sources: Role info: https://www.screenskills.com/job-profiles/browse/visual-effects-vfx/computer-generated/environment-artist-visual-effects-vfx/ More role info: https://www.cgspectrum.com/career-pathways/environment-artist Salary info: https://www.glassdoor.co.uk/Salaries/3d-environment-artist-salary-SRCH_KO0,21.htm

Xmas work – Week 2

Production Management – Runner / Production Assistant

Previously when i worked in the Industry, i was originally a Post Production Assistant, which upon researching Runner, is one of the names known for runner. This role is entry level and the duties of this role can vary from Company to company. This job can sometimes entail things like being or helping with client services ie. running out and getting lunch for artists or clients, cleaning, doing data management, doing graphic design, keeping servers clean and files organized, or organising meetings and schedules for other artists. This is a role with very low pay, high hours and depending on the company you’re working for can be one of the most soul draining experiences you will ever experience, however this role comes with the potential to learn from artists and is easily the best way to get a feel for the way a company operates and the pipelines involved in a VFX Company. It’s often that a role like this can be many roles put into one, with potentially taking on the roles of client services, graphic design, data management, IT or anything else that may be needed, this role acts as a catch all for things that need to be done.

The runner role has an average salary of around 18,464 Pounds a year according to Glassdoor , however some places like the VFX Subreddit place it at around 14-15K a year. This role requires very flexible hours on the behalf of the runner and the runner essentially needs to be available almost 24/7, 7 days a week at some companies.

Sources: ( Role info: https://www.screenskills.com/job-profiles/browse/visual-effects-vfx/production-management/runner-visual-effects-vfx/ , Reddit salary: https://www.reddit.com/r/vfx/comments/3gyt39/expected_runner_wage_in_london/ Glassdoor Salary: https://www.glassdoor.co.uk/Salaries/london-runner-salary-SRCH_IL.0,6_IM1035_KO7,13.htm )

Compositing – Prep Artist

A Prep artist will do the lower level jobs of a compositor and “prep” footage for effects to be layered by a compositor, Prep artists would be similar to the role of some of the roles i’ve seen in the industry like Flame or Nuke assistants, in which these prep artists will remove small things from a plate that needs to be removed such as lens scratches, boom mics, logos or very small things that are needed to be removed from a plate. This job can also deal with things like creating VR Stitches when used in VR Videos or Stitches used in HDRI Photography or even sometimes doing roto work. A prep Artist’s bread and butter will essentially be the clone stamp tool in almost any program, usually in Nuke. However a Prep artist’s job can also occassionally include

Prep Artists, similar to Runners may have long hours dependant on what jobs are being worked at the time and what is needed at the time. The average salary of a Prep artist is around 33,000 pounds per year according to glass door.

Sources: ( Role Info: https://www.screenskills.com/job-profiles/browse/visual-effects-vfx/compositing/prep-artist/ More role info: https://framestore.recruitee.com/o/preppaint-artist Salary Info: https://www.glassdoor.co.uk/Salaries/prep-artist-salary-SRCH_KO0,11.htm )

Compositing – Roto Artist

A roto artist’s job is very similar to a prep artist’s job, with both being entry level compositing jobs, however a roto artist’s job is more in line with specifically in creating mattes as opposed to clean plates creates in Prep artists, meaning cutting out objects in a frame, such as creating a matte of a character or a scene that needs to overlap on a separate plate or have something layer in a scene. Roto artist need to be very patient as roto work can take hours to refine even seconds of a matte, depending on certain things in the shot like detail from subject to background, or rotoing more difficult things like hair. Roto artists will separate different objects into sections to create one full matte. Rotoscope artists sometimes work in house, freelance or in some cases similar to where i previously worked, would be contracted specifically to rotohouses that would have a team of roto artists all working to create a matte in a short timeframe. Roto artists can be very repetitive work, however roto artists will need to have an eye for detail as to keep mattes clean and not make mistakes.

Roto artists usually work long hours as roto work can take a long time to do with creating a matte frame by frame, and can take entire teams to create even a 5 second detailed matte. The average salary for a roto artist is around 33,442 pounds per year.

Sources: (Role info: https://www.screenskills.com/job-profiles/browse/visual-effects-vfx/compositing/roto-artist/ More role info: https://www.cgspectrum.com/career-pathways/roto-artist Salary info: https://www.glassdoor.co.uk/Salaries/roto-artist-salary-SRCH_KO0,11.htm )

ZBrush and Maya – Nordic axe Build

Originally I started modeling out some very small things that i wanted to add to my room scene, as early on i had wanted to fill it up with some small things. I had an idea that i wanted this room to be a log style cabin, and one of the things i had wanted to build in this would fittingly be an axe. Originally i had wanted to build a wood axe, similar to one that i had used while camping, shown below.

I started building a simple small wood axe simply out of some primitive shapes, however i wasn’t that big of a fan on the design, and i ended up giving up for a while.

Later on throughout the semester, i had a friend streaming the 2016 game God of War, a highly detailed 3D world set in a Nordic setting. In the game, the main character uses an Axe called the Leviathan Axe, a large axe intricately that is very intractably made, seen from some images taken from google images below.

I Decided that in line with the log style cabin, i wanted to build an axe similar in shape to this, with a very intricate blade and a wrap around the hilt, i went back into Maya and made a very primitive low poly axe to be used in ZBrush. I originally had considered and looked into using splines in Maya and Importing splines made in illustrator into making designs for the hilt, but decided to do this in ZBrush instead.

I actually ended up redoing the head of the axe close to 5 times as i just couldn’t get something i was happy with, and tweaked a lot of things about the hilt, the way the cloth was wrapped around it and the bottom pieces.

Eventually i had something i was somewhat happy with. I took it into ZBrush and used a combination of Polypaint, Zadd and adding in texture through Alphas to refine the axe a lot more. Below i’ve included a video at 2000x speed of the process to achieve this.

Overall i had a lot of issues with this build. The build was so low poly that a lot of the designs on the axe didn’t really pan out the way i wanted or looked too low poly on the finished mesh. I also should have done each piece separately and then combined them in Maya afterwards however i didn’t. I also only learned halfway through that instead of painting on things, you can Zadd or subtract with RGB On at the same time to raise areas with a different colour, which is what i should have done with the Runes on the Axe. Overall i am happy that i learned some more things in ZBrush and got some practice in using ZBrush and taking models inbetween Maya and Zbrush. as this was a small model that was going to be in a very dimly lit area of my scene, I may not be completely happy with the way the model turned out, but i am happy with how it ended up looking in my scene.

After all this, i felt like my scene was finally complete, and i’m happy with the way it looks now. I Rendered out some stills (After bluescreening my PC due to accidentally setting the samples to 61 instead of 6, always double check render settings) and i plan to hopefully render out some camera animations going through the scene if my PC can handle it later on.

Maya – Inukshuk build

I wanted to build a small little Inukshuk for my scene in my work to populate my scene more with small things to make it seem more populated. An Inukshuk being a small rocklike statue used to identify northern paths. Included are a couple small reference photos from google images

i started with simply pulling around verticies on a cube in random positions to give it a more random feel, and then used the sculpting tool to pull apart the mesh a bit and move it around to make it look more organic. I then went to polyhaven and grabbed some rock textures and made the bump map set to a very high value. I went through many different iterations of what i wanted the rock to look like but settled on a mossy rock texture.

I then went about trying to fix the UV’s, as some of them were slightly broken. I tried to use camera based UV’s when possible and make cuts along the bottom where the seams wouldn’t be seen as much when needed, especially on the rocks that were longer, though some didn’t need this as their shapes were fairly simple.

This was looking fairly good, so i made a very small plaque for it to sit on with a shiny wood finsh and implemented it into my scene.

This looked good but there was some issues still with the UV’s. i ended up using a bit of the smooth mesh tools and the smooth UV Tools to clean up some of the glaring uv tools and moving some of the UV’s as some of them were looking too similar on some of the rocks on the lefthand leg.

Finally i fixed some of these issues and implemented it back into my scene, where i was much happier with it.