This is a collection of some shaders, tools, 3D character models, rigs, and animation that I have worked on for various real-time/game projects. Music: Eleven Thousand Feet - Adriel Fair
how long took you to be a tech artist am a 3d artist am studing fine art"sculpting" and i wanna learn tech art codding scripting houdini already started xd
I assume you mean Technical art? Or just modeling in general? Modeling in general you can download 3D software right now but it’s definitely a learning curve. Maya is paid and what the industry uses and Blender is free and is a decent competitor so you have a good free alternative to do just about everything. In terms of technical artist: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-kr7XYXMM7-U.htmlsi=aAxs0es8erVqIZq6 That video has the best summary I’ve seen by Riot Games of the field. Basically, technical artists do the… technical side of things. As you see by this video and the riot video, there’s a focus on rigging but also a focus on shaders like his weather shader. But going further it’s technical, he made a system to process FBX files which are used in 3D 99% of the time and he had a path tool as well likely for AI or just as an experiment he included. Also in the Riot Games video, the tech artists say they do a little of everything, from modeling, to animation and texturing and lighting, etc. In order for YOU to get started, learn the basics. Refine them. For the technical part, learn different rigging and also about shaders like grass and water and like in this video, rain. Blender, and others also have solutions for VFX/motion graphics for even more technical systems and effects. So to REALLY get technical, learn Blender’s Geometry Nodes which get more and more versatile with every release. I hope that helps!