2

Full Time Zbrush Jobs (NOW HIRING)

Scanning Specialist

Boston, MA · On-site

$78K - $130K/yr

Proficiency in 3D modeling software, including ZBrush, Maya, or Blender. * Deep attention to detail ... Working mode: in-office in a full-time capacity. Health & Well-Being * Company-paid medical health ...

Showing results 21-22

Full Time Zbrush information

What is the difference between Full Time Zbrush vs Full Time 3D Modeler?

AspectFull Time ZbrushFull Time 3D Modeler
Required SkillsProficiency in Zbrush, sculpting, texturingProficiency in Zbrush, Maya, Blender, texturing
Work EnvironmentAnimation studios, game development, VFXGame studios, film, animation, product design
CertificationsRelevant 3D art certifications, portfolio3D modeling certifications, portfolio

Full Time Zbrush specialists focus primarily on sculpting and detailing models using Zbrush, often working within animation, gaming, or VFX industries. Full Time 3D Modelers have a broader skill set, including multiple software tools, and work on creating complete 3D assets. Both roles require strong artistic skills and industry experience, but 3D Modelers typically handle a wider range of modeling tasks across various platforms.

What are the key skills and qualifications needed to thrive as a full time ZBrush artist?

To thrive as a Full Time ZBrush Artist, you need strong sculpting abilities, a deep understanding of anatomy and form, and proficiency in digital art, usually backed by a relevant art or design degree. Mastery of ZBrush software, familiarity with 3D modeling pipelines, and experience with related tools like Maya or Blender are typically required. Creativity, attention to detail, and effective communication are crucial soft skills for collaboration and translating concepts into high-quality digital models. These skills ensure the creation of compelling, production-ready assets that meet project goals in fields such as gaming, film, or product design.

What is a full time ZBrush artist?

A Full Time ZBrush artist is a professional who specializes in using ZBrush, a digital sculpting software, to create detailed 3D models for industries such as video games, film, and animation. Working full time means they dedicate a standard workweek exclusively to this craft, often participating in the entire pipeline from concept art to final render. Their responsibilities may include character modeling, texturing, and sometimes even helping with rigging or animation preparation. These artists typically collaborate closely with other team members like concept artists, animators, and technical directors to bring digital creations to life.

What are some common challenges faced by full time ZBrush artists, and how can they be overcome?

Full-time ZBrush artists often face challenges such as managing tight deadlines for complex models, maintaining creativity while adhering to project specifications, and staying updated with the latest features and workflows. Collaborating closely with other artists, animators, and technical directors is essential, as models may need to meet specific technical requirements for animation or 3D printing. Regular practice, participating in online communities, and ongoing learning help artists stay sharp and overcome these hurdles, making it easier to produce high-quality work efficiently.
What cities are hiring for Full Time Zbrush jobs? Cities with the most Full Time Zbrush job openings:
What are the most commonly searched types of Zbrush jobs? The most popular types of Zbrush jobs are:
What states have the most Full Time Zbrush jobs? States with the most job openings for Full Time Zbrush jobs include:

Visiting Assistant Professor, Game Design & Technical Art

New York Institute of Technology

Westbury, NY • On-site

$70K/yr

Full-time

Retirement, PTO

Re-posted 18 days ago


Job description

Overview
New York Institute of Technology's six schools and colleges offer undergraduate, graduate, doctoral, and professional degree programs in in-demand disciplines including computer science, data science, and cybersecurity; biology, health professions, and medicine; architecture and design; engineering; IT and digital technologies; management; and energy and sustainability. A nonprofit, independent, private, and nonsectarian institute of higher education founded in 1955, it welcomes nearly 8,000 students worldwide.
The university has campuses in New York City and Long Island, New York; Jonesboro, Arkansas; and Vancouver, British Columbia, as well as programs around the world. More than 120,000 alumni are part of an engaged network of physicians, architects, scientists, engineers, business leaders, digital artists, and healthcare professionals. Together, the university's community of doers, makers, healers, and innovators empowers graduates to change the world, solve 21st-century challenges, and reinvent the future.
For more information, visit nyit.edu.
New York Tech's School of Architecture and Design seek a full-time Visiting Assistant Professor for the Department of Digital Art and Design, in Game Design and Technical Art to join its expanding academic programs. The successful candidate will teach a diverse student body across undergraduate and graduate courses and a total of 21 EHLs during the academic year. Candidates are expected to teach at the New York City and Old Westbury campuses. The department is seeking a candidate with strong professional game industry experience who can help build and strengthen the Game Design concentration through technical art, real-time production, and industry-facing student portfolio development. This position is intended to support Digital Art students who are developing skills in 3D production, animation, game design, real-time engines, and emerging creative technologies, and help prepare them for technical artist and related roles in the game industry. The successful candidate will contribute to curriculum development, student mentoring, recruitment, retention, industry partnerships, committee service, and the future growth of the department.
Responsibilities
The successful candidate will teach courses in game design, technical art, real-time production, interactive media, and related areas. Teaching areas may include game design fundamentals, level design, game production, Unity, Unreal Engine, Houdini for game art and technical art, 3D asset creation and integration, procedural workflows, lighting, materials, shaders, rigging, animation systems, scripting for artists, AI-assisted creative workflows, XR, and portfolio development.
The candidate will help students develop stronger, more competitive, industry-ready work and portfolios for technical artist and related game industry career pathways. They will also support student showcases, game jams, collaborative projects, alumni and industry engagement, and the continued growth of the Game Design concentration.
Qualifications
The minimum degree requirement is an MFA, MS, MA, or equivalent terminal/professional degree in a related field.
A minimum of three to five years of relevant professional experience in the game industry, technical art, real-time production, or a closely related field is strongly preferred. Prior teaching experience at the college level is preferred. Candidates with significant industry experience, strong communication skills, and demonstrated ability to mentor, train, or lead creative/technical teams are preferred.
Candidates must have artistic, creative, design, and technical backgrounds, with experience in game design, technical art, real-time production, and game development pipelines. They must be able to bridge art and technology and help students understand how visual design, 3D assets, animation, lighting, materials, shaders, optimization, and interaction come together inside professional game production workflows.
Technical knowledge and proficiency with Unity and/or Unreal Engine is required. Knowledge of additional industry-standard tools and workflows is preferred, including Maya, Blender, Houdini, ZBrush, Substance, Adobe Creative Cloud, Cinema 4D, Nuke, motion capture, procedural tools, scripting, shaders, generative AI and AI-assisted creative workflows, and other commonly used software in game development and real-time production.
The ideal candidate should demonstrate an ability to guide students who come from digital art, 3D production, animation, motion graphics, or design backgrounds and help them translate those skills into game industry-ready technical art portfolios.
Qualified candidates should send a cover letter, a curriculum vitae, a teaching philosophy, a description of their research and/or creative practice, names and contact information of three references, and samples of professional and student work to be considered for an interview.
Other Information
New York Institute of Technology offers numerous opportunities to enhance personal and professional growth and provides employees with a competitive compensation and benefits program inclusive of generous paid time off, holidays, tuition remission, and retirement plans with employer contributions.
New York Institute of Technology is an Equal Opportunity Employer - All qualified applicants will receive consideration for employment without regard to race, color, religion, sex, sexual orientation, gender identity, national origin, disability or protected veteran status.
In compliance with local legislation as well as to provide greater transparency to candidates, the annual base salary range for this position is listed. New York Tech considers factors such as (but not limited to) scope and responsibilities of the position, candidate experience/expertise, education/training, key skills, geographic location, internal peer equity as well as market, organizational considerations and/or applicable collective bargaining agreement when extending an offer.
Minimum Salary
USD $70,000.00/Yr.
Maximum Salary
USD $70,000.00/Yr.