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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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.
#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.