Dm question on where to start learning to become a #gamedev technical artist.

First, drop "become" and think in terms of 'developing' as a technical artist.

It is a wide range of skills and techniques you can adopt over time, making you art more and more technical.
No two technical artists have the same skill sets, but I would say we all have the same mindset.

We like solving problems ourselves.

Tech art is just gathering up and arming yourself to tackle those problems.
No two artists the same and the same applies to technical artists.

I wouldn't be able to code c# extensions to unity right now, or write exporters for blender in python. Yet.

Why? Because I was max script and mel, then I was in unreal blueprints.
I wrote all of the tools to integrate Shave and a Haircut into Animal Logic's system, and developed scripted tools to get Zeus's beard to work in our God of War trailer.

That was all in Mel. I haven't used python since the first x box.
My advice is start small, make a list of what you want to be able to do, or understand.
Break large skillsets down into smaller tricks.
"I wanna do shaders". Cool... but break that down into things like... okay, how do I blend textures... how do I make terrain paints... etc
Ultimately, what you are doing is breaking things down to answerable questions, then filling those in until the problems you face are overwhelmed with the answers you have.
My top tip is to learn the basics.
What is a vertex? What is a vector? What are UVs? How does color work?

@FreyaHolmer has a whole bunch of videos breaking down the math concepts used by game developers into easily grasped visuals.
Start learning to program by the most useful and accessable entry path to you.
And by that, I mean if you are a visual person, try a visual node based system like unreal blueprints, unity bolt or unity playmaker.

Shader graph tools are actually visual coding systems too.
Your goal isn't to become a programmer, per se, though that's cool... the goal is to start to understand how things work under the hood. And from that solutions start appearing to you.
Wait... I don't have to place all this stuff manually, I can make a blueprint that does this for me.

Wait... I don't have to store this texture five times, I can make a shader that shares the same map.

Wait... I can make a tool that finds all the geo under the terrain...
A technical artist works smarter, not harder.
Right now I am solving technical challenges of a project using the unity animation system.

The project before I was making a painting come alive in VR using unreal.

Before that I was making wooden swords become metal using substance designer in unity.

It's crazy varied stuff
Just aim at being a little more technical each week by studying and tinkering.
Think about it like you are buying yourself the best lego kit in the world.

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More from @delaneykingrox

24 Jun
A fundamental problem with mathematics is that it hides beautiful poetry behind an ugly wall of pretentious language and cryptic shorthand, and guards its gates with its most desiccated corpses dressed as teachers.
I hated maths because of the ugly encounters I was forced to endure through my formative years. Abusing, arrogant teachers, walls of arcane symbols and nobody to explain them, the problems impractical, more a punishment than a power.

That isn't what maths actually is.
This is how it is sold to us...
Read 10 tweets
23 Jun
#Gamedevtip you can turn 3D into 2D pixel art in real time by using a second camera that draws the object to an unfiltered texture.

That texture can then be used as a sprite.
This allows you to do complex deformations and rotations on your 3d objects, but still get that crunchy, aliased, limited palette look.
Put your objects on a separate layer and set the camera culling to only that layer.

This translation from 3d to 2d is also handy because you can use the hierarchy of the 3d skeleton for collision, rag dolls, particle emitter placement.
Read 6 tweets
22 Jun
DM: you encounter a bugbear!

Bugbear: Hey, you know how all Australian news anchors and reporters all say "AN historic..." as if the 'H' is a vowel?

Me: *tossing my dice onto the floor* my character just fucking died.
I mean, Australians making 'youse' a plural of 'you' took some getting used to. A bit of teeth grinding.
Read 4 tweets
8 Jun
How do I go from:
Supporting artists, giving away free advice and mentoring

to------>

hard assed, blade tongued bitch cutting down posters and shredding their arguments, work and self esteem?

Easy. I put everyone into the first category until they are a bigot.
Don't fuck with me.

Now, who wants a nice cup of tea, some home made muffins and some life advice?
Who needs a hug and a biscuit? *looks you dead in the eye* Seriously I will cut you if you fuck with me.
Read 4 tweets
8 Jun
This made me snort my coffee. Nice work @blargsnarf.

Now, as a side quest, lemme just highlight a few things...
Lets say these are traits that you have and you think that makes you a 'bad artist'. Can I make you feel less 'bad' about yourself?

What if I told you that most of these fall into three categories.

1. Unregulated ADHD
2. Perfectionism
3. Goals over growth
Okay, so executive dysfunction is an aspect of ADHD where you can't focus your brain where it needs to go in order to serve your goals.

You know what you should be doing, but your brain just can't go there. It's like steering a trolley cart with a busted wheel.
Read 16 tweets
8 Jun
Me: 24 years experience in my field.

Some dudes: I think you are wrong, allow me to explain your job to you using my basic grasp.

Me:
Lemme just bust some of your weird little bubbles here...

1. Yes, I know polygon reduction tools exist.

2. Amazingly, I know what "character artistsin games" are doing because *whispers a secret* I am one.

3. Games are not all AAA running on high end machines.
4. More polys doesn't equal visual fidelity.

5. Maybe you are a misogynist.

6. Yes, I have actually made VR projects and know what I am doing.

7. Making stuff well gives you control, speed in workflow and uses cheaper machines.
Read 6 tweets

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