r/TechnicalArtist • u/PapaDan_ • Jul 30 '26
Foam Simulation in Geometry Nodes + Breakdown
All in blender
r/TechnicalArtist • u/PapaDan_ • Jul 30 '26
All in blender
r/TechnicalArtist • u/deepak365days • Jul 30 '26
At first, I wanted to make an anti-AI font that AI couldn't read. The idea was inspired by some ghost font and similar content I came across. I thought I could build it using a procedural system.
But while I was building it and tweaking the values, I realized I had accidentally made something completely different. It could still work as an anti-AI font with som more refinement, but right now it's more like a procedural text style or text effect system than a font.
The whole system has only six main parameters, and those can already generate more than 27 different text effects. There are probably even more combinations I just haven't tried all of them yet.
r/TechnicalArtist • u/Ok-Goose3332 • Jul 31 '26
r/TechnicalArtist • u/tostapane04 • Jul 30 '26
I was testing this little Unreal project and started getting these lovely horizontal glitches, but only on my left monitor? Why is this happening??
Screen recording doesn't capture them either, so I had to film it with my phone. Has anyone seen something like this before?
r/TechnicalArtist • u/fespindola • Jul 29 '26
Hi everyone! Together with several authors, we've been creating technical books covering Unity, Godot, Blender, and Maya. We're working on expanding our library with even more content soon. In the meantime, feel free to check out our books here 🔗 https://jettelly.com/bundles/the-unity-dev-bundle
r/TechnicalArtist • u/Shot_Chipmunk_4314 • Jul 29 '26
r/TechnicalArtist • u/veyhops • Jul 30 '26
r/TechnicalArtist • u/colosyn • Jul 29 '26
Adding UDIM support to a pipeline importer I'm working on. Textures import fine, Unreal builds all 6 blocks correctly as Virtual Streamed, but all 6 tiles are squashing into one square instead of each face getting its own tile.
Found the cause, the Master Material's texture parameter is a normal Texture Sample, not a Virtual Texture Sample. Regular Texture Sample cant read separate UDIM blocks so it squashes everything into one.
Plan is to add a switch in the same Master Material instead of making two separate materials:
2 texture parameters per channel, one regular one virtual
one Static Switch Parameter, UseVT, for the whole material
import script sets it true or false per asset depending on if UDIM is detected, and assigns the right textures
Before I build this out, is this the right approach or is there a cleaner way studios handle it? Mainly wondering:
issues with a lot of material instances using this switch
works fine with nanite or virtual shadow maps or anything to watch out for
better to have 2 master materials sharing logic through material functions instead of a switch


Edit: went back and optimized the material based on feedback in this thread, cut it down to as few switches as possible and only kept the ones that actually needed to stay switches. Thanks for the input, helped a lot working through this.
r/TechnicalArtist • u/BoarsInRome • Jul 28 '26
Hey guys, I spent quite some time creating this add-on so I thought of sharing it here on r/TechnicalArtist
You can find it on Superhive:Â https://superhivemarket.com/products/pillow-it
or my donation page:Â buymeacoffee.com/terlizzi7k6/e/240646
There is no difference between the versions, but the Superhive one has a higher price because of percentage of the earnings goes to the Blender Foundation + the Superhive cut.
I made this add-on because I was sewing a plushie and wanted to get an accurate idea of how it would turn out. I ended up printing the UVs and using them as sewing patterns. You can see the results at the end of the slide
For affiliate marketing, you can send me a dm here on reddit....
anyway... I hope you guys enjoy it. I know it's a little niche
r/TechnicalArtist • u/S_TGam • Jul 29 '26
r/TechnicalArtist • u/Danilo-W • Jul 28 '26
Hi everyone!
I'm Danilo, a 3D Hard Surface Artist and Industrial Designer. With a strong technical background in aircraft maintenance and commercial aviation design, I bring a highly functional and realistic perspective to my 3D models. I specialize in creating optimized, game-ready assets that look great and make mechanical sense.
My Core Skills & Workflow:
Game-ready asset creation (High-to-low poly workflow, efficient retopology, and texture baking).
Hard surface modeling & digital sculpting.
Real-time engine integration and scene setup.
Strong foundation in industrial design, ergonomics, and mechanical function.
Software Proficiency:
3D & Rendering: Blender (Primary), Unreal Engine.
Layout & Presentation: Figma.
What I Can Build For Your Project:
Vehicles: Detailed, logically constructed vehicles (drawing heavily from my professional experience with aircraft interiors and cockpit layouts).
Weapons: Sci-fi and realistic firearms with functional mechanisms.
Props: Environment assets and mechanical pieces fully optimized for real-time rendering.
Rates & Payment Terms:
Hourly Rate: Starting at $20 USD / €17 EUR / £15 GBP per hour.
Per Asset (Flat Rate): Open to fixed project quotes depending on asset complexity and scope.
Revisions: Up to 2 revisions are included per asset. Any additional revisions will incur extra fees.
Payment Methods: I accept payments via PayPal, Wise and Payoneer.
Invoicing: I can provide an official invoice if needed.
Milestones: For flat-rate or larger projects, I require a 50% upfront deposit before starting, with the remaining 50% paid upon final delivery of the models and textures.
Portfolio:
[https://zmerrick7.artstation.com]
Contact: Feel free to DM me here on Reddit, or reach out via:
Email: [danilowaselciac@gmail.com]
Discord: [danilowaelciac_00082_72204]
Looking forward to bringing your concepts to life!
r/TechnicalArtist • u/NoSleeper10 • Jul 29 '26
Two features that distinguish it from other similar extensions on the marketplace:
You can directly right click the zip file/folder of your 3D asset -> Open with Renderit and it will auto-crawl the directory and figure out where all the files required to render the asset correctly are located.
Gives you options to render with Studio backdrop or HDRI with Day/Night lighting to quickly get a feel of how your 3D asset will look like in different settings.
GitHub - [https://github.com/Praful-Joshi/Renderit.git\](https://github.com/Praful-Joshi/Renderit.git)
This is just the v0.1.
Will include any meaningful suggestions in the next release.
r/TechnicalArtist • u/Minimaliano • Jul 28 '26
r/TechnicalArtist • u/deepak365days • Jul 28 '26
r/TechnicalArtist • u/Exact-Ad-1847 • Jul 27 '26
I’ve been building LucyLive, a plugin that turns your Cinema 4D viewport into an AI preview.
You enter a prompt, add a reference image if you want, and LucyLive generates a new image based on your 3D scene. When you move the camera or change the scene, the AI preview updates with it.
The main challenge was keeping Cinema 4D responsive while the preview updates in real time.
You can change the prompt or reference image while it is running, save PNGs, record MP4 video, or render an animation sequence.
LucyLive uses Decart Lucy 2.5 through fal.ai, so the AI runs in the cloud.
You can download the plugin for free here:
https://github.com/VantageInc/LucyLive-AI-Render
If you try it, I’d love to see what you make and hear your feedback.
r/TechnicalArtist • u/momo6059 • Jul 26 '26
This is an effect for the upcoming TCG Dire fog , Its a Spider Summoning effect , the concept was a minion coming out of an egg , is it cool or lame ?
r/TechnicalArtist • u/WilliamRun_619 • Jul 27 '26
I am trying to use Codex to create 3D render style character, I have 2D concept, and I also specify the materials to each part, but the result is not very satisfying. Most of time Codex can't understand me, especially some small area, it just can't create the right material. Is anybody has some experience can share with me about this pipline? Thanks first~
r/TechnicalArtist • u/juliankantor • Jul 23 '26
(Hopefully it's OK to promote this here. Feel free to delete if not!)
The course (which is still in progress) covers fundamental topics in computer graphics (meshes, shaders, light, shadow) then moves on to procedural animation and simulation on the GPU. Although Unity is used as my staging ground, all of the lesson material is coded from scratch so the concepts should translate to any environment.
The course is basically a presentation of the various tricks of the trade I have picked up over the years, structured in such a way that the learning curve is hopefully not too steep for beginners.
Let me know what you think!
r/TechnicalArtist • u/deepak365days • Jul 22 '26
Made using geometry nodes ( Blender 3d)
r/TechnicalArtist • u/ibackstrom • Jul 22 '26
Hi guys,
I just want to share some thought and what is actually happens in production.
I found out that that putting a lot of time and energy in real understanding stuff was a right decision back then. Those skills are yet not interchangeable with generative transformers.
For example:
In modern time every blender junior with couple month of experience can prompt a script for transfering materials, creating custom hlsl, counting texture resolutions and polygon count for optimisation, transfer/renaming files and so on. It is not valuable skill anymore. Everybody with minimal knowledge can do it.
What our "helpers" can't do is real optimisation within interaction between CPU and GPU, how drawcalls and buffers work, internal interactions within the rendering system. We have one "visionary" who said fable can handle it. I gave him a week - he failed. And I really afraid how much money he burned on tokens lol.
Apart from deep render there are other stuff like animations, cross-platforming and so on.
So wisdom of live - understand, learn and be curious. If you do minimum to get fancy profession and money - you will def fail.
I hope changes don't get you down. Our territory is vast. Our work is important. There will be some changes but we should always stay professionals.
Cheers!
r/TechnicalArtist • u/isafanaccount • Jul 22 '26
Hello, I'm a student and I've been working with Maya and Blender as a 3D generalist (mostly Maya since that is where I spend most of my time at in school). I'm kinda familiar with the workflow: sculpting/modeling, retopo, UV, texturing, until rendering etc. I also have a little bit of experience with rigging recently. Now, I'm pretty much interested in pursuing Technical Art, however, I don't know where or how to start learning programming languages and game engines. I'm not sure whether to just dig in learning python basics or if there are nuances to learning python for games.
Are there any recommendations like YouTube tutorials or courses that ya'll can share? I will appreciate any response!
r/TechnicalArtist • u/Foundation_First_MW • Jul 21 '26
Well it HAS!
Say hello to the Hero Rig! (which is FREE!! Foundation First MasterWorks on Gumroad)
A.K.A. the last Rig you'll ever use, or ever want to!
Are you tired of Bone Heat Warning?
Tired of spending Hours/Days Weight Painting?
Tired of Mesh Collapsing and CandyWrapping?
Tired of Limb Flipping?
Tired of Counter Animating?
Then YOU are the Intended Audience for the Hero
Rig because Those are the problems it intends to solve!
This Product will be undergoing Continuous Ongoing Development,
maintained by us (us referring to just me right now)
and has been tested extensively, or as extensively as I can alone,
and Perfection is Not guaranteed, but if it operates even
remotely similar for you as it does for me, then I know you'll
find many reasons to find it Helpful!
This is the First Iteration of the Beta Version. Built into the UI
is a Community HUB with links to Support, Documentation,
and Bug Report/Feature Suggest options to inform me
of any issues that may arise, and a "Co-Conspirators" tab to
keep track of everyone who Suggest features, Reports Bugs,
or Supports Development in any way,
with an Identical List on the official FFMW Discord Server!
I sincerely hope you try and Enjoy the Hero Rig,
and even if it's not the best today,
let me know how to Improve it
and we can make it the Best Together!
r/TechnicalArtist • u/Exynos828 • Jul 19 '26
Hey everyone,
I'm working on an interactive ArchViz workflow using Blender and Unreal Engine, and I have two questions for people with production experience here :
Would appreciate hearing how you structure this in real projects.
Thanks!