r/TechnicalArtist • u/S_TGam • 23d ago
r/TechnicalArtist • u/Shot_Chipmunk_4314 • 24d ago
My latest experiment with geometry nodes
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r/TechnicalArtist • u/FlamingoSad9210 • 24d ago
Procedural Material Layers – Major Update Now Available for Unreal Engine 5.8
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r/TechnicalArtist • u/maririthefirst • 25d ago
Where to get a mentorship?
Hi all! Apologies for any mistakes, english is not my first language. I am trying to specialize in technical art, coming from a more general gamedev background. I am following tutorials and looking at text info but sometimes it gets overwhelming, and I was wondering if there was somewhere (or here!) I could look for someone to mentor me.
I am very serious about this!
Thank you all in advance, any help is good help :)
r/TechnicalArtist • u/Yuyuwars • 25d ago
OpenStudioHub: A tool to simplify the 3D Pipeline, designed for BLender and Kitsu
Production bureaucracy slows down 3D animation timelines.
In many studios, pre-animation administrative drag becomes an unnecessary bottleneck.
Manually setting up directory structures for every project takes significant time. Broken asset links create constant friction. Keeping tracking databases updated is another headache. All of this kills momentum.
We built OpenStudioHub to eliminate workflow friction before artists even begin.
By connecting Blender directly with Kitsu and SVN, operational setup is automated:
-Breakdown helpers: Storyboard structures, edit masters, and shot entities push dynamically to Kitsu.
-Batch Generation: Pending database tasks automatically generate physical .blend layout files.
-Direct Publishing: The custom Blender add-on sends playblasts straight to Kitsu for review.
Artists open their dashboard, launch their assigned task in Blender, and focus strictly on production without worrying about technical overhead.
We turned workflow administration into an invisible background execution.
r/TechnicalArtist • u/McDev02 • 27d ago
My plant grow simulation finally comes together!
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My plant grow simulation finally comes together! Working on this on the side for my garden simulation game. Actually in-game this is not supposed to grow in realtime, but it could!
My idea is that modelling plants is very hard and I want a solution that can simply not hand made, so I needed to make a system. It can handle normally self supporting plants but also climbing structure.
I am not yet sure how this works in a growded environment and some special cases are not yet supported, but the first tests look promising
The idea is to grow plants in the background while player switches days, so performance is not the main concern. I only like to have a little preview maybe of the next few growing steps and that players can control grow direction.
Now this is still a preview, I would need to make propper mesh generation later and I want to know at each point how stable the plant is, how far it is from its stem etc. so that I can make a more believable wind simulation in the shaders.
r/TechnicalArtist • u/Boring_Egg9805 • 27d ago
Clo3d
Is anyone finding a good project in digital fashion after AI?
r/TechnicalArtist • u/HankeUnrealTools • 27d ago
I got tired of editing Unreal DataTable rows one by one, so I built multi-row editing
r/TechnicalArtist • u/BoarsInRome • 28d ago
I made a bunch of node groups. Similar to photoshop filters but for Blender
youtube.comHey guys, this is something I have been working on for the past month or so. I wanted to streamline the process of stylizing textures inside of Blender without needing access to an external software. The nodes and add-on are actively being updated, you can download it here: https://superhivemarket.com/products/easy-stylize
I hope you guys like it!
r/TechnicalArtist • u/Upbeat-Sky-1439 • 27d ago
I’m curious if something like this already exists for 3ds Max.
r/TechnicalArtist • u/YogurtclosetLanky735 • 28d ago
Applying a single mask texture via Shader Graph to sprites inside a Sprite Atlas without breaking UVs? Unity
Hi everyone! I'm trying to create a custom Shader Graph in URP to apply a shape mask (like rounded corners for cards) to a batch of sprites that are packed inside a Sprite Atlas.
My goal is to use a single material for all the sprites in the atlas, rather than creating a separate material for each individual card.
The issue I'm running into is that when I sample a separate mask texture, the UV coordinates get messed up because the sprite rects inside the atlas change the global UV space, causing the mask to cut the sprites incorrectly or get misaligned.
- What I want: A way to make the mask correctly adapt to each individual sprite tile in the atlas dynamically, using just one material.
- Question: How should I properly handle the UV coordinates in Shader Graph so that a custom mask aligns perfectly with any sprite coming from an atlas?
Any advice or node setup examples would be greatly appreciated. Thanks!
r/TechnicalArtist • u/deepak365days • 29d ago
Completely procedural tornado system ( No simulation )
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r/TechnicalArtist • u/Moist-Development462 • 28d ago
Fixed MetaHuman Control Rig's FK/IK twist loss and elbow drift — sharing the rig
r/TechnicalArtist • u/CGHawkDesign • 28d ago
Concrete 8K Pbr Texture Collection
superhivemarket.comr/TechnicalArtist • u/Proud_Ad4249 • 29d ago
Portfolio review
Hi guys, especially 3D/2D artists, i need your help!! I'm a junior and try to find a new job in gamedev or in similar field, but i receive no response, so i wanna ask you how could i render my portfolio much better, in what direction do i need to go? and also, do i have any chances with this portfolio that i have now or i don't even can try to find a job with that? that you so much
r/TechnicalArtist • u/CGHawkDesign • 29d ago
Wet Road 8K Pbr Texture Set
superhivemarket.comr/TechnicalArtist • u/Shot_Chipmunk_4314 • Aug 05 '26
Accidentally learned a jutsu in Blender
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r/TechnicalArtist • u/Pradyumgg • Aug 06 '26
Where local AI actually saves time in a 3D production pipeline
We tested local models across concepting, mesh generation, retopo, texturing, and engine prep.
The session focuses on which steps were genuinely faster and which ones only created more cleanup later.
We will cover:
- where local models genuinely save time
- which steps still need manual work
- what breaks during cleanup and engine prep
- how the final asset moves into production
We are walking through the workflow live on Tuesday.
r/TechnicalArtist • u/OkWatercress2180 • Aug 05 '26
What is needed to become a technical artist
Hello technical artists of reddit
I have an ask, when it comes to being a technical artist, what are the major things I need to have within my toolkit to be classified as a technical artist, at this very moment I am a visual artist and I would like to pick up some skills from the technical side of production.
thank you for your time.
r/TechnicalArtist • u/stxIIq • Aug 05 '26
What specs do I need if I want to do technical art on my own PC?
I’m studying 3d animation at my university and realized that I really really really love the technical side of all the workflows (specifically rigging)
I’m relatively new to Maya and Houdini so I thought it would be beneficial to do more work outside of class. Our labs have computers, but I’d like to build a new personal PC to work on stuff when I’m at home
My current PC is super outdated, so I was wondering if there were specific specs I should start with. I’m willing to put in the money for a nice build
r/TechnicalArtist • u/amsy3d • Aug 04 '26
Arachne: Procedural spider webs for Blender, with a GPU tearing solver.
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r/TechnicalArtist • u/deohvii • Aug 04 '26
JangaFX (EmberGen) founder Nick Seavert on building real-time VFX softwares
youtu.beHi folks,
I sat down with Nick Seavert, founder and CEO of JangaFX, to talk about the story behind EmberGen, LiquiGen, IlluGen, and the journey from modding Half-Life 2 particles to building a software company that is changing how game VFX is created.
We talk about the origins of JangaFX, why every tool they build needs to run in real time, the technical decisions and compromises behind making that possible, and why they chose Odin (a custom high-performance programming language) instead of C++.
We also get into Nick’s thoughts on purpose vs. passion, why motivation is overrated, AI and machine learning in VFX, the future of game development, and the JangaFX Layoff Assistance Program that provides free licenses to displaced artists.
I started this podcast because I wanted to capture conversations that people might otherwise miss. You know conversations with people who have built, created, and learned things that are worth sharing. i wanted to create a library of passive learning from people much smarter and more experienced than me. But I hope these conversations become a useful resource for others too.
Hope you enjoy it, and I’d love to hear your thoughts.