Creative and design

VFX artist or technical director - VFX Lighting, Shading and Look Development

Create content, by producing objects, images or scenes that render together with live footage for the final image.

Summary

This occupation is found in the British and International visual effects (VFX) industries, providing digital content for film, television, advertising, games, corporate and immersive reality industries. Visual effects (VFX) companies and studios vary in size and they can be small, medium or large companies. They are to be found across England and the UK. The output and remit of a visual effects (VFX) studio is varied, and they will produce work for a range of clients across advertising, film, television and immersive reality. Some studios specialise in one area, particularly feature films which is the largest area of the industry.
Visual effects (VFX) is the term used to describe any imagery created, altered, or enhanced for moving media. They involve the integration of live-action footage and computer generated imagery to create images, which look realistic but would be dangerous, costly, or simply impossible to capture during live-action shooting. The broad purpose of the occupation is to create content, by producing Computer Generated (CG) objects, images or scenes that are rendered together with live action footage in order to create the final image that appears on the screen. The visual effects (VFX) Artist or Technical Director (TD) create CG renditions of naturalistic, physical and magical phenomena. Typically, a VFX Artist or TD is a combination of an artist and a programmer, responsible for the more technical aspects of VFX production, such as developing character rigs and animation setups, performing complex simulation tasks and setting up the pipeline (how the data is passed from one stage in the film production to the next).
VFX Artists or TD’s require high level Science, Technology, Engineering, Arts and Maths (STEAM) skills, good computer literacy, coding skills, and to be able to apply these creatively.
The VFX created may vary and can include computer graphic models, rigs, environments, special effects (FX), crowds, lighting, hair cloth or fur. These effects can be created using various processes including: Sculpting, simulation, rendering, painting and/or compositing.

In their daily work, an employee in this occupation interacts with the Animator, VFX Lead, CG or VFX Supervisors, VFX production team and/or clients and team members. The line management and reporting structure of the team will vary according to the size of the employer.
They must be able to take direction and feedback from the CG or VFX Supervisor, in order to create the effects required, according to the story and the client’s wishes.

An employee in this occupation will be responsible for

  • managing their own workload with the VFX production team and/or their lead
  • generating the required work on time and to meet the creative brief from their supervisor/client
  • attending dailies/review sessions in order to gain feedback on their work and responding appropriately to that feedback
  • working within the particular pipeline/toolset of the company that they are working for
  • resolving technical problems the VFX team encounter and developing custom tools to improve the artists' workflow.

    This role may include out of hours or irregular working patterns when collaborating on international projects.
    This Standard is a core and options apprenticeship, with four options and the option taken is dependent on the VFX specialism of the employer.

    Option 1 – VFX Simulation
    The VFX Simulation Artists or TD’s are responsible for designing and creating FX animation, procedural simulation, dynamic simulation, particle and fluid systems. This option includes work undertaken in Crowd Effects, FX and Creature Effects/Groom TD roles.
    Crowd effect Artists or TD’s are responsible for producing complex crowd shots and crowd simulations such as those needed to replicate sports and arena events.
    Creature effects Artists or TD’s are responsible for providing a wide variety of dynamic simulations for character based work; including clothing, hair, muscle and skin, as well as any post simulation sculpting and finagling e.g fur or hair for characters such as bears/dinosaurs.
    FX Artists or TD’s are responsible for creating a wide variety of dynamic simulations for physical based work; including rain, fire, explosions, dust, debris and also supernatural phenomena such as magical FX.

    Option 2 – VFX Rigging
    This option includes work undertaken as a Rigging Artist or TD. Rigging TD’s are responsible for designing, creating and maintaining highly accurate and efficient rigs for high end visual effects projects. Riggers work closely with Modellers and Animators to develop and refine rigs that meet the specific requirements of a VFX pipeline. The Rigging Artist or TD is responsible for creating objects in 3D which could be anything from a character to a whole environment.

    Option 3 – VFX Lighting, Shading and Look Development
    VFX Lighting Artists or TD’s are responsible for creating CG scene assembly, lighting and rendering for diverse projects. In the real world, lighting determines how we perceive objects and the environment around us, and the same is true of 3D objects and environments. Lighting artists adjust the colour, placement and intensity of CGI lights to create atmosphere and, add realism, tone and depth. Lighting TD's use photographic and aesthetic skill to produce CG images that could be photo-realistic or stylised in nature.

    Option 4 – VFX Environments
    VFX Environments Artists or TD’s are responsible for assembling models, digital matte paintings, textures, projections and lights into a CG scene to meet technical and artistic requirements. They work closely with the Lead Environment Artist to create high quality, high resolution 3D environment art, including natural environments and architecture.

Typical job titles include

Knowledge, skills and behaviours (KSBs)

K1:

Core - How to critically analyse and interpret the technical specifications, client requirements, organisational and industry standards and how this evaluation will affect the delivery of the VFX.

K2:

Core - How photogrammetry, texture reference and scanning impact on the VFX produced.

K3:

Core - The principles of motion picture photography and the factors that affect the film making process including lenses, composition, light, colour, perspective and scale.

K4:

Core - Methods used to assess and evaluate VFX processes, tools and workflows to identify limitations, risks and interdependencies, selecting the option that allows for the completion of content within timescales.

K5:

Core - The utilisation of industry production tracking tools to interpret and track interacting factors on the project.

K6:

Core - The specialisms and disciplines in the VFX pipeline and how these communicate and interact with each across the VFX development process.

K7:

Core - Approaches to communication and strategies that can influence others and achieve the production outcome required.

K8:

Core - The industry and organisational standards that apply when selecting software packages and tools.

K9:

Core - Approaches used to assess and evaluate potential improvements to packages and tools and how best to collaborate on implementation.

K10:

Core - How to present work as part of the "dailies" review process, seeking and acting on feedback for the work produced.

K11:

Core - The practices used to research, test and critically analyse results when trialling the latest advancements in technical VFX tools, concepts and techniques within your department and organisation.

K12:

Core - The iterative nature of the production and how it can be used to continuously improve and meet the client specification.

K13:

Core - The formatting requirements of VFX products to enable them to be reviewed effectively and securely. The importance of meeting development timescales and the wider impact this has on the pipeline, business and resources.

K14:

Core - Scripting and coding languages (e.g Python, MEL, PyMEL, VEX etc.) and their application in VFX production and pipelines.

K24:

Lighting, Shading and Look Development -The physics of light and the mathematics and coding principles that enable replication of real world phenomena in digital environments.

K25:

Lighting, Shading and Look Development - The suitability and limitations of different techniques for using light in computer graphics: point, directional, spot, emissive, ambient, diffuse, specular, key light, rim light, fill light etc. in the context of creating the desired mood from the client brief.

K26:

Lighting, Shading and Look Development - The options for optimising render times, without degradation of the quality required to fulfil the agreed brief for a project.

K27:

Lighting, Shading and Look Development - The variety of material maps (e.g. displacement, bump, diffuse, specular, roughness etc.) and how they can be applied to achieve the correct 'look' for an object, character or environment.

K28:

Lighting, Shading and Look Development - The different types of shader (e.g. vertex, pixel, geometry, tessellation, primitive, mesh etc.) and how they can be used to alter the hue, saturation, brightness or contrast of an image; including producing blur, light bloom and volumetric lighting.

Technical Educational Products

Reference:
OCC0902C
Status:
Approved occupation imageApproved occupation
Average (median) salary:
£29,544 per year
SOC 2020 code:
2142 Graphic and multimedia designers
  • SOC 2020 sub unit groups:
    • 2142/99 Graphic and multimedia designers n.e.c.
    • 2142/01 Multimedia animators
S1:

Core - Interpret the brief and identify tangible assets to meet the specifications. Identify the resources required and any interacting factors, in order to meet the specification.

S2:

Core - Critically evaluate the brief, checking for any missing information and clarifying the outcomes.

S3:

Core - Assess and evaluate the VFX processes and workflow required to complete the tasks within timescales, developing a plan for VFX deliverables

S4:

Core - Take responsibility for competing priorities, multiple stakeholders or projects simultaneously, adapting approach to achieve the required production outcome without impact on relationships or deliverables.

S5:

Core - Apply industry and organisational standards regarding the selection and use of workflows, software packages and tools.

S6:

Core - Monitor and evaluate the agreed workflow and methods and make recommendations to improve workflows, packages or tools.

S7:

Core - Provide VFX work in progress as part of the dailies review process; evaluate and act on feedback to maintain delivery timelines, technical requirements and outputs.

S8:

Core - Provide information and rationale for the development of organisational policies, standards and procedures such as confidentiality, security, asset storage, legal and regulatory requirements.

S9:

Core - Apply problem solving techniques to determine the root cause of technical challenges, adapt approach whilst recognising the impact this could have on other workflow stages and departments.

S10:

Core - Write scripts or code to customise software or pipeline tools, simplify/automate processes or procedurally generate assets. Solve technical or creative problems, improve efficiency and/or reduce errors for the requirements of the project or department.

S11:

Core - Research and analyse information to keep-up-to date with the new tools, software, data and other related technology. Critically evaluate how they could impact on personal development and the potential wider impact across the department and organisation.

S12:

Core - Present findings and the wider business implications. Adapt communication style to influence and meet the needs of the audience.

S21:

Lighting, Shading and Look Development - Utilise or modify shaders to achieve photorealistic or stylised 'neutral renders' of assets that meet the 'look' outlined in the brief.

S22:

Lighting, Shading and Look Development - Analyse requirements and create lighting templates for scenes or sequences that can be utilised by other artists during shot production.

S23:

Lighting, Shading and Look Development - Deliver lighting shots that work within the given render budget on a particular production.

S24:

Lighting, Shading and Look Development - Work with texture and groom artists on the development of the texture maps and/or the hair and fur of an asset; taking responsibility for ensuring that all assets work within the lighting and colour pipeline requirements of a particular production.

S25:

Lighting, Shading and Look Development - Evaluate the technical specifications of the production to define and produce the render passes required.

Technical Educational Products

Reference:
OCC0902C
Status:
Approved occupation imageApproved occupation
Average (median) salary:
£29,544 per year
SOC 2020 code:
2142 Graphic and multimedia designers
  • SOC 2020 sub unit groups:
    • 2142/99 Graphic and multimedia designers n.e.c.
    • 2142/01 Multimedia animators
B1:

Teamwork and Partnership – Works collaboratively with stakeholders and colleagues, developing strong working relationships to achieve common goals. Adopt a flexible approach to working with others and promote mutual respect.

B2:

Accountability - Acts professionally when carrying out daily work, actively encourages and supports colleagues, setting personal goals and high performance standards for self. Committed to prioritising and completing work within a set timeframe and to industry standards. Adapts positively to changing work priorities and patterns, ensuring deadlines continue to be met.

B3:

Quality focus that promotes continuous improvement, innovation and creativity to the VFX development process.

B4:

Problem solving - Uses initiative to identify issues quickly; enjoys solving complex problems at the root cause and applying appropriate and/or creative solutions.

B5:

Self-development - Overcomes problems through a process of reflection and review and by undertaking continuous professional development (CPD) in order to utilise new technological advances in the sector.

Technical Educational Products

Reference:
OCC0902C
Status:
Approved occupation imageApproved occupation
Average (median) salary:
£29,544 per year
SOC 2020 code:
2142 Graphic and multimedia designers
  • SOC 2020 sub unit groups:
    • 2142/99 Graphic and multimedia designers n.e.c.
    • 2142/01 Multimedia animators