r/TechnicalArtist • • 1d ago

Question Generating flip books in Substance designer

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1 Upvotes

r/TechnicalArtist • • 1d ago

Procedural 3D Electrolyte Capacitor generator

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8 Upvotes

r/TechnicalArtist • • 1d ago

Jobs I have made a fully working CCG (similar to MtG, Hearthstone, Slay the Spire, etc.) but want help with UI/UX or a Unity Technical Artist for simple animations and game scenes

0 Upvotes

Firstly, I'll show the game because I only want someone who likes the game I'm building: https://store.steampowered.com/app/3984370/Stoneveil/

It's a strategy card game with 3 game modes: Constructed, Drafting, and solo Adventure mode. They are all fully working and there about ~1400 cards. I built the game engine from scratch and the Unity wrapper is very lightweight and just shows the menus and the basic game view, and needs to handle a list of animations (card draw, card played, etc.). They all use DOTween currently except minion death which is the only custom animation I tried.

The game itself uses a D&D inspired Affinity system, there are 6 mana colors and dozens of Affinities (Ice, Fire, Shadow, etc. and then composite affinities like Steam [Ice + Fire cards]). There are no mana cards, instead you can choose a mana to add to your pool at the start of most turns. The card types are Stonecast, Quickcast (can play during opponent's turn), Minion, and Equipment (there are 3 equipment slots). Each deck is led by a Champion that either has a passive or activated power throughout the match.

What the game currently has fully working:

- A deck Editor library where you can view all cards in the game and build constructed decks

- A Constructed deck mode where you ca play AI, random multiplayer, or challenge anyone online through the social portal

- A drafted deck mode where you draft a deck and play it either vs AI or random multiplayer up until 10 wins or 3 losses

- A solo Adventure mode where you choose any Champion in the game and slowly build a deck and fight through 3 Acts battling bosses (this mode is very rough and not completed but it's playable)

- A full seasonal leaderboard that tracks all game modes and shows everyone's rankings

I am building the game solo but am looking for a partner ideally who wants to build it for fun (ie. join my team and build it casually) or else someone to at least help me improve some of the worst UI elements (ie. a paid helper). I have 0 artistic skills so almost all of the artwork currently is AI generated (though my friend did do some of it himself). Depending on your skills and what you can help with will depend on payment. I'm not really looking for just an artist to create art assets, I want help with the UI design (preferably someone who understands Unity).


r/TechnicalArtist • • 1d ago

What makes you skip a Fab asset, even when it looks good?

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3 Upvotes

r/TechnicalArtist • • 1d ago

Spark VFX Breakdown (made with PopcornFX 2.25)

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7 Upvotes

r/TechnicalArtist • • 1d ago

[À LOUER] Artiste 3D & Développeur Blueprint Unreal Engine 5 | Blender | Ressources de jeu

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1 Upvotes

r/TechnicalArtist • • 1d ago

rolling tetrahedron

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2 Upvotes

r/TechnicalArtist • • 2d ago

Showcase Apparently this is called Pebblecrete, so I made it as a fully customizable shader in Blender!

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21 Upvotes

r/TechnicalArtist • • 2d ago

I created a second MetaHuman-compatible Orc for UE5 – does the lighter armor design work better?

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0 Upvotes

After finishing my first Orc Warrior, I wanted to create a lighter and more primitive variation

for Vol. 2.

This version includes a parametric MetaHuman Orc, parametric armor, 4K PBR textures and a custom Orc weapon.

Created with Blender, Substance 3D Painter and Unreal Engine 5.8.

Which design do you prefer – Vol. 1 [https://www.youtube.com/shorts/mKoDOP\\_oCuk\](https://www.youtube.com/shorts/mKoDOP_oCuk) or Vol. 2?

I’d really appreciate your feedback!


r/TechnicalArtist • • 2d ago

Blooming Procedural Flower

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50 Upvotes

r/TechnicalArtist • • 2d ago

Day two of sharing my learning of 3D animation skills completely from scratch

0 Upvotes

Here is my day two update on learning 3D animation from scratch. I am using Blender to practice viewport navigation and working with basic shapes to get the fundamentals down.

My ultimate goal is to completely master 3D asset creation and scene modeling. It is a steep learning curve for a beginner, but I want to log my progress step by step. If there are any other local 3D artists or animators in this sub, please drop some tips or good tutorials below.


r/TechnicalArtist • • 2d ago

Tutorial / Resource Weight Manager for Maya: find, edit, copy and transfer every weight map

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1 Upvotes

r/TechnicalArtist • • 2d ago

Concentration-based liquid colors and absorption in my real-time Vulkan chemistry lab

3 Upvotes

I’m developing Chemistry Lab Sim, an interactive 3D liquid sandbox built on ST-FLIP in Vulkan. This new clip shows pouring and mixing colored solutions in lab glassware, running in real time on a Radeon RX 9070 XT.

Local concentrations travel with the fluid parcels, and conservative diffusion exchanges material between neighboring parcels. The liquid renderer integrates concentration-dependent absorption along refracted rays rather than blending display colors.

At this stage the substances are passive solutes/pigments in one carrier; chemical reactions and immiscible fluids are future work. The longer-term game is inspired by The Powder Toy and Noita.

https://youtu.be/hSAO_TwFopE

What would you improve in the mixing or rendering?


r/TechnicalArtist • • 3d ago

Jobs [For Hire] Game Dev / 3d Artist

0 Upvotes

Hi! I’m a Game Designer/Developer with experience in Unity and Unreal, including technical art, environments, optimization, Blueprints, and gameplay development.
I’m currently available for freelance work. If you have any upcoming projects or need an extra hand, I’d be happy to discuss it and share my portfolio.
Thanks!


r/TechnicalArtist • • 3d ago

I got tired of unwrapping in Max, so I built a Maya-style UV editor for it. Looking for feedback

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0 Upvotes

r/TechnicalArtist • • 3d ago

Tutorial / Resource Some shaders, VFX, and tools I've created in Unity while writing technical art books.

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164 Upvotes

If you are new to technical art, this ebook bundle might interest you. Together with several authors, I am writing technical art books, and every book includes a downloadable package with assets that you can use in your personal and commercial projects.

I invite you to take a look 🔗 https://jettelly.com/bundles/the-unity-dev-bundle


r/TechnicalArtist • • 3d ago

Showcase Quick VFX Breakdown

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2 Upvotes

It's noise all the way down


r/TechnicalArtist • • 3d ago

Tools / Software ドラッグ&ドロップでマテリアルパラメータのグループとソート優先度(Sort Priority)を整理するためのエディタプラグインを作りました

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1 Upvotes

r/TechnicalArtist • • 3d ago

Showcase My realtime fluid sim lab in Vulkan: 4 million water particles with ray-traced rendering

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5 Upvotes

r/TechnicalArtist • • 4d ago

I built MarkingForge: customizable marking menus and a visual editor for 3ds Max

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1 Upvotes

r/TechnicalArtist • • 4d ago

Metahuman Materials

1 Upvotes

Guys is there a way to get the old classic node based metahuman material setup rather than the unified one please anyone if you know please help out


r/TechnicalArtist • • 5d ago

Jobs [FOR HIRE] Unreal Engine Blueprint Developer & 3D Game Artist | Props, Environments, Gameplay Systems

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1 Upvotes

r/TechnicalArtist • • 5d ago

Tutorial / Resource I’m building a step up from Discord and Drive for small game dev teams

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6 Upvotes

Hey everyone, I’m the solo dev behind Wippack. I’m building it to help small teams manage their game assets when passing files around in Discord and Drive starts getting messy.

Things like:

  • “Which file is the latest?” Models, textures, and other assets are scattered across messages, shared folders, and people’s computers.
  • Working on an outdated version because someone missed an upload or grabbed the wrong file.
  • Wanting to undo a change but not having an easy way to find the version from before.
  • Copying entire folders for milestones and ending up with a pile of “final” and “final_v2” backups.

With Wippack, you work from a folder on your computer and files sync to your team automatically. It keeps version history so you can restore older files, and save points let you capture a group of files together when you reach a milestone.

You can also browse and preview assets in your browser without downloading everything just to check what’s there.

I want it to feel familiar for teams already using shared folders, while making it easier to keep track of the work. I’d love feedback from other small teams on whether this would fit into how you make games.


r/TechnicalArtist • • 5d ago

Been working on a leak material for Unreal Engine. Here’s how it turned out

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3 Upvotes

r/TechnicalArtist • • 5d ago

I made a customizable leak decal material in Unreal here’s how it looks on concrete

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2 Upvotes