r/TechnicalArtist

▲ 1.1k r/TechnicalArtist+2 crossposts

Working on Real-Time Water Effects.

I've been creating these kinds of effects for years, but now I'm turning that experience into a 14-hour video course.

The goal is to show how combining Particle System, Shaders, Compute Shaders, C#, and HLSL allows you to create everything from simple splashes to large-scale ocean simulations.

What do you think of the results? This demo includes Particle System and Shader Graph.

In case someone is interested, here you can wishlist the course: https://jettelly.com/store/real-time-water-in-unity-from-splashes-to-oceans

u/fespindola — 1 day ago
▲ 1.3k r/TechnicalArtist+1 crossposts

Warning: Speech Graphics bought FaceFX, is killing my $1k perpetual indie license, and wants $35,000/year instead.

Hey,

I’m sharing this frustrating situation I’m dealing with, both as a warning to other developers using tools acquired by Speech Graphics, and to see if anyone else is caught in this mess.

I’ve been in game dev (AAA and indie) for 25+ years. Five years ago, I purchased a perpetual license for FaceFX Studio Professional for around $1,000 US. For a solo indie developer, it's a significant investment, but it’s incredibly valuable for handling large-scale lipsync.

Recently, OC3 (the original makers of FaceFX) was acquired by Speech Graphics. Out of nowhere, I was notified that my software license is being terminated with no explanation. When I reached out to support asking for a way to keep using the software I paid for, or for a refund since they are bricking my product, this was their condescending response:

>[Support Rep]: If you wish to continue using FaceFX an upgrade to an Unlimited license would be required. [...] I've listed our packages and pricing below for FaceFX Unlimited and FaceFX Runtime: FaceFX Unlimited: $35,000/year (Per title, per year). FaceFX Runtime: $25,000 per platform (one-time). I understand that as a solo developer these costs may not fit within your budget. Your FaceFX Professional license expires on 30th November 2026; the software will stop working then. Hopefully this provides you with adequate time to source an alternate solution.

When I pushed back and asked for a refund or at least a way to continue using the software, they hit me with the sneaky EULA rat defense:

>[Support Rep]: Respectfully, the license conditions have not been breached. When you purchased FaceFX Professional you agreed to the EULA which states that the agreement may be terminated by providing notice. I've pasted the relevant section below. "TERM: This OC3 Agreement is effective until terminated... OC3 may terminate this OC3 Agreement upon notice to you."

So with "OC3 may terminate this OC3 Agreement upon notice to you." they simply make what you paid for void. Nice.

Has anyone else been caught up in this FaceFX acquisition? As a struggling solo indie game dev, this is going to be an issue. My entire pipeline was set and working beautifully so this will impact my game.

Maybe "Stop Killing Games" should become "Stop Killing Software" at this point.

Edit: For some reason my quotes were empty. Sorry about that.

reddit.com
u/Haunting_Molasses_77 — 3 days ago

Question Resolving for VFX job

Hi reddit community,
im here to ensure that by entering into this VFX industry will I survive as a fresher and also my dream is to achieve as TD artist to earn more so can you suggest me to choose this field or concentrate on IT side because VFX is my passion so thats why im asking

reddit.com
u/Organic-Bake-7809 — 2 days ago
▲ 295 r/TechnicalArtist+2 crossposts

phone based interaction for unreal

I'm experimenting with a few interactions based on this idea :)

I'd love to get other perspectives, what would be the first use case that comes to mind for you?

u/tostapane04 — 5 days ago
▲ 30 r/TechnicalArtist+1 crossposts

Made a curve ref snippet gallery with VEX and OpenCL included

Hey proc dev and artists!

I’ve been building Curvoteca, a free curve/function reference tool for technical artists, Houdini users, shader work, and tool development.

It shows previews, equations, and snippets for VEX, OpenCL, TS, Python, and much more.

Started because of Houdini and my own needs. Includes wrangle params with chf/chi and Houdini OpenCL-style #bind, etc @ calling snippets.

Would love feedback:
- whether the VEX snippets feel useful
- what curve families are missing on your daily work or curiosity
- whether Houdini OpenCL snippets should be a separate copy target or format

https://curvoteca.com

 Enjoy!

No paid product here, just looking for feedback. Btw, snippets bugs exist, fixing overtime and adding more content as I can.
obs... deleted and reposted as reddit was giving img errors and issues, not sure why.

u/ZombieMediocre4866 — 4 days ago
▲ 0 r/TechnicalArtist+1 crossposts

Shareable pipeline, controlled by nodes (just like Houdini)

https://preview.redd.it/4gls6phvtkah1.jpg?width=1280&format=pjpg&auto=webp&s=e623877ae16e506483618e0244fd1872d3d6de09

demo https://www.youtube.com/watch?v=w7HncF23gf4

Hey everyone,

I want to share Blueprint, a shareable, node-based pipeline platform I've been developing. It is currently running in active production on a 3D animated feature film.

What's different?

Most commercial pipeline tools force you into a rigid asset structure, while fully custom pipelines require massive amounts of boilerplate code to handle basic things like file analysis, path remapping, and DCC environment management.
Blueprint abstracts the boilerplate into a visual node graph without boxing you into a specific workflow. It’s designed to be a flexible foundation that wraps around your studio's existing infrastructure rather than replacing it.

Core Architecture & Capabilities

Instead of writing isolated scripts for every pipeline step, Blueprint allows you to build and visualize workflows using modular nodes:

  • DCC Agnostic Core: Built to seamlessly interface with standard tools (Maya, Houdini, Blender, Unreal, Nuke) or DCC of your choice.
  • Production-Proven Scale: It isn't a prototype. It is currently being used in a full-length animated feature production.
  • Open & Extensible: The goal isn't to hide code behind a GUI. TDs can easily build custom nodes, plugins, expose specific parameters to artists, and hook the graph directly into custom tools. 
  • Shareable: Pipeline Blueprints can be shared with vendors and satellite studios to ensure everyone follows the same production workflow. This dramatically reduces the weeks of pipeline setup, synchronization, and IT/TD overhead typically required to onboard external teams.

Why I'm Sharing This

Pipeline TDs and Software Engineers are historically burned by "magic bullet" software. I'm putting Blueprint out there because it is battle-tested enough to be torn down by peers.

I would love to get your brutal, honest feedback on the architecture, the visual UX, and whether this solves the integration headaches you face daily.

vimeo: https://vimeo.com/1206010941?fl=pl&fe=sh

reddit.com
u/Former_Sort_8028 — 5 days ago

I've written some books about shaders, compute shaders, tools, and math for graphics in Unity.

Hi everyone! I thought this might be useful to some of you. I've been writing books about technical art since 2021, mostly focused on shader development and tool creation. If you're just getting started in this field, check out this book bundle. It might be exactly what you need to get started: https://jettelly.com/bundles/the-unity-dev-bundle

u/fespindola — 5 days ago
▲ 4 r/TechnicalArtist+1 crossposts

I built a Blender plugin that produces complex, fully structured, part-aware 3D objects & assemblies. It does so by translating text instructions into procedural Python code blocks to compile scene trees.

The video shows a steampunk elevator asset built in a single shot with my plugin.

You get a clean GLB collection with named parts, real mechanical pivots, and an auto-packed UV atlas. My goal was to build a useful utility for 3D workflows, instead of another uneditable mesh generator.

Note it produces raw code.py right into Blender's own Text Editor. You can inspect, modify, and re-run the exact math the AI used when building the meshes.

The plugin is LLM-agnostic. But local models still hallucinate complex spatial transform matrices. Because of that, this plugin defaults to my hosted API endpoint, with options to use Gemini, ChatGPT, or Claude.

Love to hear your feedback. Thank you!

How to Set Up Nova3D (Blender 3.6 – 5.x):

  1. Download the plugin .zip here: https://github.com/RareSense/Nova3D/archive/refs/tags/blender-plugin-v1.0.1.zip

  2. Edit > Preferences > Add-ons.

Open

Blender 4.2 or newer (most users)

  1. Click the ▾ dropdown at the top-right, choose "Install from Disk," and select the .zip.

  2. Confirm the checkbox next to "Nova3D" is ticked.

  3. Switch to the System tab, find the Network section, and tick "Allow Online Access". Nova3D needs this to reach its validation server.

Blender 3.6 – 4.1

  1. Click the "Install..." button at the top-right and select the .zip.

  2. Tick the checkbox next to "Nova3D" to enable it.

Then, on any version

  1. In the 3D Viewport, press N to open the side panel.

  2. Click the Nova3D tab, sign in, and enter a prompt.

p.s. the main repo is here: https://github.com/RareSense/Nova3D

u/farting_tube — 5 days ago

Resource adivice

Hey everyone!

I recently graduated with a degree in Cinema Engineering and Communication Technologies. I have a decent background in programming, 3D modeling, mathematics, and linear algebra, but I know I still have a long way to go before I'm industry-ready.

My long-term goal is to become a Houdini artist/TD, mainly focusing on procedural workflows and VFX. I'm also interested in learning shader development and rigging down the line.

One thing about me is that I really enjoy learning from physical books. The problem is that most book recommendations I find are pretty old,often 10+ Years, and it's hard to tell whether they're still worth reading or have been replaced by newer, more relevant resources.

So I'm looking for recommendations. Books are my first choice, especially modern books published in recent years, but I'm also interested in older classics if they've genuinely stood the test of time. I'm equally happy with blogs, technical articles, research papers, course notes, or any other high-quality learning resources.

More generally, if you were starting today with the goal of becoming a strong Houdini Technical Artist, what would you study? Which fundamentals would you prioritize? Are there any modern books or timeless classics that you consider essential?

I'd really appreciate any advice. Thanks!

reddit.com
u/Capital-Anxiety-4176 — 5 days ago

I got tired of manually rebuilding every PSD menu in UMG, so I built a plugin that automates it

Every UI-heavy project I've worked on had the same bottleneck: an artist designs the menu in Photoshop, and then someone has to manually recreate that entire layer hierarchy in UMG — naming widgets, setting anchors, wiring up buttons, redoing it every time the design changes. It's slow and it eats hours that should go toward actual gameplay work.

So I built UI Widget Builder, an Unreal Engine editor plugin that automates PSD-to-UMG conversion.

How it works:

  1. Design your UI in Photoshop using a set of layer naming prefixes
  2. Run the included Photoshop JSX exporter — it spits out a layout.json + Textures folder
  3. Import that into Unreal Engine (Tools → UI Widget Builder)
  4. It auto-generates the widget hierarchy, root screens, textures, and layout structure

It also has optional Blueprint logic generation for the boring stuff — button interactions, WidgetSwitcher tab logic, close-on-escape, slider/checkbox helpers, sound hookups, etc — so you're not starting from a totally blank graph either.

Some other things it handles: portrait/landscape support, SafeZone/ScaleBox/SizeBox wrappers, a preset manager so you're not redoing import settings every time, and a clean re-import option when the design changes.

Happy to answer questions about the workflow or how the exporter handles layer naming — this came out of solving my own pain point, so curious if it'd be useful for other people's pipelines too.

Get UI Widget Builder on Fab: https://fab.com/s/9d5dec9c53ca

Video Demonstration https://youtu.be/OUc7Mwuv9XA

Documentation https://sepinood.github.io/UIWidgetBuilder/

u/FlamingoSad9210 — 6 days ago
▲ 16 r/TechnicalArtist+3 crossposts

Working on AAA masterpieces, but my ArtStation is a ghost town

Hey everyone, just need a quick vent from a 3D Artist. I work at an outsourcing studio where we create assets, characters, and environments for massive, tier-1 global titles. But thanks to strict NDAs, I legally cannot show a single vertex of my work.
Seriously, my ArtStation looks like I’ve been completely unemployed or stuck in 2015. To the outside world, I haven't modeled a single thing in years. It feels so exhausting to watch a game trailer blow up at a major show and see the internet going crazy over an environment or a character I personally built, while I just have to sit there completely silent.
And it’s a total career trap, too. "Trust me bro, I modeled that famous boss character" doesn't really work during interviews when you’re trying to level up.
How do fellow 3D artists in the outsourcing trenches cope with making masterpieces you legally cannot prove you worked on?

reddit.com
u/Sea_Honeydew_2831 — 8 days ago

What to do? (I AM STUCK)

Hello Reddit!

I’m a teenager exploring creative and tech-focused career paths, and I’m trying to build a strong long-term direction by focusing deeply on one core field rather than spreading myself too thin.

My main interests are:

Game Development

Animation

Content Creation

Most of my other interests naturally connect to these areas, including storytelling, design, creative technology, and digital experiences. I’m especially interested in building skills that combine creativity with technology and can eventually grow into professional work, freelance opportunities, or even future business projects.

At this stage, I’d love advice from people with experience in these industries:

Which field would give the strongest long-term growth opportunities?

Is there a path that naturally combines all three interests?

What skills should I prioritize first as a beginner/teenager?

If you could restart your journey, what would you focus on early?

I’m open to honest suggestions, learning paths, tool recommendations, and industry insights. Thanks in advance!

reddit.com
u/DeveloperQuard — 7 days ago
▲ 2 r/TechnicalArtist+1 crossposts

Should i pursue technical art

I am an unreal engine generlist. Since i did both art and code i liked both. I dont know what to specialise in? Is technical art a good niche for me?

reddit.com
u/ZealousidealGap287 — 10 days ago

What career advice would current you give to your younger-self?

Hey folks! Hope this type of post is alright.

I've decided to start paving my way into the technical art field. Like the title says and as somebody just starting out, I'd like to hear what advice you'd give your younger-self for your career. Like maybe some advice you wish somebody would have given you early on, or maybe advice that you're glad you followed, that kind of thing.

I ask because technical art is SO much more expansive that I anticipated, it covers so much more than the bits and pieces I knew about it before. It'd be nice to hear some of your stories and what guided you through in the beginning.

Bit of background on me: I have 7+ years of experience in traditional art, some programming experience (python mainly), and have recently started learning 3D software like Blender, Unity, and Houdini. After closing my business and trying to find my next field of study, I decided that I might as well just chase my childhood dream of becoming a technical artist. Ideally I'd like to specialise in something within technical art, but that's for a bit later down the road. For now, I'm having a great time learning the fundamentals and pipelines.
I feel confident in my decision to at least try. I'm glad that I am trying and that I have the time to dedicate to it. If you've read this and have any words of motivation or advice for me here too, I'd appreciate it.

Thanks a lot!

** Edit:

Three comments in. Yikes. I'll keep other options open. Appreciative of everyone's replies in any case.

reddit.com
u/SnailDesigner — 11 days ago
▲ 52 r/TechnicalArtist+1 crossposts

My stylized car concept. Modeled, unwrapped, and rigged in 3ds Max. Rendered in V-Ray.

Hey guys! Wanted to share my project. Everything was modeled, unwrapped, and rigged in 3ds Max, and rendered using V-Ray.

I’ve actually made a 3-part video series on my channel covering the entire process: unwrapping, texturing, and rigging this car. If anyone is interested in how it was made, let me know and I'll share the link!

Open to any feedback on the topology, materials, or composition!

u/Main_Ask_4257 — 11 days ago
▲ 10 r/TechnicalArtist+1 crossposts

[HIRING] 3D Generalist Artist (Environment / Cinematic Focus)

We are looking for a talented 3D Generalist Artist to join our project.

Requirements:

  • Intermediate environment art skills
  • Ability to create cinematic-quality scenes
  • Minimum Experience with modeling, texturing, lighting, rendering, and scene composition
  • Basic to intermediate animation skills
  • Good understanding of visual storytelling and atmosphere
  • Ability to work independently and maintain a good level of quality

Preferred Software:

  • Blender, Unreal Engine 5, Maya, or similar industry-standard tools
  • Experience with cinematic rendering workflows

Reference Quality:
We are looking for a 3D artist who can recreate at least one sequence from this reference video with a similar level of visual quality and atmosphere (only the full 3D scenes, not the motion‑design parts):

Tuto : comment faire disparaître un corps. 

What we're looking for:

  • Realistic or highly polished cinematic environments
  • Strong attention to detail
  • High-quality lighting and composition
  • Clean workflow and portfolio showcasing previous environment work
  • Can do simulations

If interested, please send:

  • Portfolio / ArtStation
  • Showreel (if available)
  • Your rates
  • Your Discord username
u/RutabagaReasonable19 — 10 days ago

Switching Career? Portfolio piece

Hi, I'm currently a senior software engineer in the game development industry and I wanted to know if I could switch my role to technical-artist. More informations about me:

In the sense of programming I'm really at ease I've worked on custom game engine, worked on gameplay, UI, Rendering, Tools, Back-end. I also have no problem setting up code architecture for a team. I have 10+ experience with Unity.

I've built games alone and worked closely with artists so I begin to have a knowledge of the entire creation pipeline.

Gathering References trying to define an artistic direction. I like using Obsidian to create this bible.

Drawing concept art: on that I'm really a beginner, I'm taking evening classes In order to improve but after seeing the level you have to have to be part of a team, I think I'm sticking with it because I like to draw X) .

I'm able to use Blender and in it, I'm able to model small things, UV them, texturing them, but I would said It's amateur work, It's in the engine where I do a lot more to make it "shiny and chrome". Also I tried sculpting, geometry node and scripting. I get the sense of using a modeling tool as a tech-art because sometimes I fix or add UVs, encode vertex color to an existing model in order to apply an effect later in a shader in engine side.

I tried Substance painter and designer and have no deep knowledge. But since It's expensive I couldn't just sit down and relax with it at home just at work on an artist station.

I know what houdini is and what could be done with it. But never used it. I managed to have cheap version of VAT with Blender (yes we have VAT at home meme style)

I'm really proefficient with shaders I'm responsible to provide the mathematical side of shaders to technical-artists in projects. Also, I've done in the past in real production context small prop shaders and some small VFXs but nothing impressive. In my free time I already done some stylised water shaders, procedural skyboxes, non euclidien render systems and some ray marching objects.

I also touched lighting a bit both technically and artistically but I think maybe I missed a little bit a knowledge on that.

I'm able to integrate a lot of things, animations, music and sfx.

I able to produce music maybe there a side of technical artists dedicated to sfx/music ?

So Can I switch career ? I'm beeing ignored by recruiters for tech-art roles (rightly I have nothing to show for)

What could be a good piece for a junior portfolio that could be impressive from a recruiter POV ? Or what could be my next focus, improving a skill?

reddit.com
u/Competitive_Mud5528 — 13 days ago

Painting Albedo and Normals at once

Hi everyone,

do you know of a tool / a workflow that lets you paint albedo and normals at once?

Basically I'd like to just paint the albedo but with each stroke i want to sample the normal at the position where the stroke begins and basically mirror that stroke on the normals.

I really like the look handpainted normals give to a 3d object, but currently I am kind of limited to just painting the normal, because every stroke on the albedo clashes with the normal.

Tooks ok:

Monochrom albeod, painted normals.

Looks odd:

Painted albedo + painted normals but offsynch.

Thanks in advance. :)

reddit.com
u/Rwary — 14 days ago

[UE5] Learning Blueprint or Verse ?

Hey !

I'm an environment artist with 3/4 years of experience and I want to switch to Technical Art.

On my road map I wanted to learn Blueprints but we all know that blueprints are going to be deprecated in UE6, so I don't know if it's the right "move"

Would you still recommend to learn blueprints today ? Or just jump directly to Verse, for a beginner.

I'm not a programmer, I started learning VEX for Houdini on the side.

reddit.com
u/BOT_Dave3D — 13 days ago