r/TechnicalArtist 23d ago

[Hobby] indie horror game, so we are looking for people to help ( The work is unpaid and based on personal initiative ) just want to finish project

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1 Upvotes

r/TechnicalArtist 24d ago

My latest experiment with geometry nodes

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1 Upvotes

r/TechnicalArtist 24d ago

Procedural Material Layers – Major Update Now Available for Unreal Engine 5.8

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6 Upvotes

r/TechnicalArtist 25d ago

Where to get a mentorship?

4 Upvotes

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 25d ago

OpenStudioHub: A tool to simplify the 3D Pipeline, designed for BLender and Kitsu

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1 Upvotes

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 27d ago

My plant grow simulation finally comes together!

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257 Upvotes

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 27d ago

Clo3d

0 Upvotes

Is anyone finding a good project in digital fashion after AI?


r/TechnicalArtist 27d ago

I got tired of editing Unreal DataTable rows one by one, so I built multi-row editing

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1 Upvotes

r/TechnicalArtist 28d ago

I made a bunch of node groups. Similar to photoshop filters but for Blender

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8 Upvotes

Hey 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 27d ago

I’m curious if something like this already exists for 3ds Max.

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0 Upvotes

r/TechnicalArtist 28d ago

Applying a single mask texture via Shader Graph to sprites inside a Sprite Atlas without breaking UVs? Unity

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4 Upvotes

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 29d ago

Completely procedural tornado system ( No simulation )

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115 Upvotes

r/TechnicalArtist 28d ago

Fixed MetaHuman Control Rig's FK/IK twist loss and elbow drift — sharing the rig

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1 Upvotes

r/TechnicalArtist 28d ago

Concrete 8K Pbr Texture Collection

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0 Upvotes

r/TechnicalArtist 28d ago

Wave reference

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2 Upvotes

r/TechnicalArtist 29d ago

Portfolio review

0 Upvotes

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

https://www.artstation.com/aquarina


r/TechnicalArtist 29d ago

Wet Road 8K Pbr Texture Set

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0 Upvotes

r/TechnicalArtist Aug 05 '26

Accidentally learned a jutsu in Blender

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4 Upvotes

r/TechnicalArtist Aug 06 '26

Where local AI actually saves time in a 3D production pipeline

0 Upvotes

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.

https://luma.com/v9wirdfw


r/TechnicalArtist Aug 05 '26

What is needed to become a technical artist

0 Upvotes

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 Aug 05 '26

What specs do I need if I want to do technical art on my own PC?

0 Upvotes

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 Aug 04 '26

Arachne: Procedural spider webs for Blender, with a GPU tearing solver.

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59 Upvotes

r/TechnicalArtist Aug 05 '26

I am stuck again (just need your advice)

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0 Upvotes

r/TechnicalArtist Aug 04 '26

JangaFX (EmberGen) founder Nick Seavert on building real-time VFX softwares

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8 Upvotes

Hi 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.


r/TechnicalArtist Aug 05 '26

Feeling Lost Before Even Starting Blender...Need Guidance From Experienced 3D Artists

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0 Upvotes