Texture Artist

Posted 12 Days Ago
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Paris, Île-de-France, FRA
In-Office
Mid level
Digital Media • News + Entertainment • Design
The Role
Create photoreal textures and assets (characters, creatures, environments, vehicles, props) from on-set data and concept art. Deliver textures meeting creative and technical briefs, collaborate with rigging and look-dev, match photogrammetry/Lidar reference, and meet project deadlines.
Summary Generated by Built In

The Assets department at One of us is responsible for creating photo real Assets for high end VFX projects. The Asset department is made up of Modelling, Groom, Texture, Rigging, Layout , Environments and Look Development. We are looking for a candidate that has experience in creating photoreal textures and models from onSet data and concept artwork.

Reports to : Head of Assets


Key Responsibilities:


  • Hand off textures that reach the required creative and technical brief.
  • Create Assets that can include character, creature, environment, set builds, hard surface vehicles and props.

What we’re looking for:


  • Experience working on high-end feature film / Episodic content
  • A good understanding of the Functionality of Assets, ( Anatomical, Engineered / Manufactured)
  • A good knowledge of Topology, Texture and utility maps
  • Knowledge of good working practices for handing off work to other departments within Assets ( Rigging / Look Dev)
  • Ability to work with and match to onset material (Photogrammetry / Lidar)
  • Proficiency in industry-standard tools such as:Maya, ZBrush, Houdini, Blender ,Substance Painter/Designer, Mari
  • Strong eye for detail, realism, and material accuracy
  • Ability to work independently and as part of a collaborative team
  • Strong time-management skills and ability to meet deadlines
Preferred Qualifications
  • Experience working in a VFX pipeline
  • Knowledge of asset optimization for large-scale scenes
  • Familiarity with USD-based workflows
  • Experience with scanning data, photogrammetry, or real-world reference
  • Basic understanding of look development and lighting
  • Experience in feature film or episodic VFX
Portfolio Requirements
  • Examples should demonstrate clean topology, strong surfacing, and attention to detail
  • A demo reel or portfolio showcasing high-quality texturing work matching real world reference.
  • Breakdown images are highly encouraged

Skills Required

  • Experience working on high-end feature film or episodic VFX content
  • Understanding of asset functionality (anatomical, engineered/manufactured)
  • Knowledge of topology, texture maps, and utility maps
  • Good working practices for handing off assets to other departments (Rigging, Look Dev)
  • Ability to work with and match to on-set material (photogrammetry, Lidar)
  • Proficiency in Maya, ZBrush, Houdini, Blender, Substance Painter, Substance Designer, and Mari
  • Strong eye for detail, realism, and material accuracy
  • Ability to work independently and collaboratively in a team
  • Strong time-management skills and ability to meet deadlines
  • Demo reel or portfolio demonstrating clean topology, strong surfacing, and high-quality texturing matching real-world reference
  • Experience working in a VFX pipeline
  • Knowledge of asset optimization for large-scale scenes
  • Familiarity with USD-based workflows
  • Experience with scanning data, photogrammetry, or real-world reference
  • Basic understanding of look development and lighting
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The Company
329 Employees
Year Founded: 2004

What We Do

One of Us is an award-winning, design-led visual effects studio founded in London. It creates visual effects for feature films, episodic television, commercials, and immersive art installations, partnering closely with visionary filmmakers and directors. Its work spans creature design, immersive world-building, and the full range of VFX disciplines. The company operates internationally, with studios in London, Paris, and Bangalore and a presence in Los Angeles.

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