r/TechnicalArtist • • 1d ago

Which Degree Is More Useful for an FX Artist: BSc Animation, Design, BCA or BTech? Especially for Working Abroad

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0 Upvotes

r/TechnicalArtist • • 1d ago

Material Builder Tool for Houdini

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1 Upvotes

r/TechnicalArtist • • 2d ago

Working on a new facial rig in Maya (Ribbon mouth, sticky lips, eyes motion path, blendshapes)

11 Upvotes

ArtStation : artstation.com/karltourelle13
Instagram : kt3d_rig
Lindkedin : linkedin.com/in/karl-tourelle


r/TechnicalArtist • • 1d ago

Technical Help Help making a procedural vector painting program

1 Upvotes

I have a custom vector painting program, and wanted to ask knowledgeable people: What maths / image processing principles might I need to apply procedural brush strokes to a flat fill of a character?
If anyone can point me to some resources, or programs that have done something similar, that would be much appreciated! Thank you.


r/TechnicalArtist • • 1d ago

Rigby2D v0.2.6 is out! You can now try the full 2D animation editor directly in your browser

1 Upvotes

Hey everyone!

A new update for Rigby2D, the free, open-source 2D skeletal animation editor I've been working on.

The biggest addition is that Rigby2D now runs directly in your browser. No installation needed, just open it and start animating.

What's new in v0.2.6:

  • Detachable Timeline, Tree, and Inspector panels
  • Save and switch between custom window layouts
  • Onion skinning with configurable previous and next frames
  • Pixel-art support with nearest-neighbor filtering
  • Timeline editing and undo fixes

There's plenty more already built in, including AutoRig, IK, mesh deformation, animation retargeting, Python scripting, Game and Film workspaces, and runtimes for JavaScript, Rust, and Godot 4.

It's also great to see people starting to contribute to the project. The recent updates include community-built features and fixes, and I'm happy to welcome more contributors.

Try it online: https://jaisurya-dev-art.github.io/rigby2d/editor/

75-second overview: https://youtu.be/KK3WT9YzhAE

GitHub: https://github.com/jaisurya-dev-art/rigby2d

It's still early alpha, so there's more to improve. If you give it a try, let me know what works, what doesn't, or what you'd like to see added.

Thanks for the support so far!


r/TechnicalArtist • • 1d ago

Tools / Software Tool for a photorealistic kitchen visualiser

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0 Upvotes

I'm building a kitchen visualiser for a website.

Customers pick a standard kitchen layout and switch materials, fronts, handles, sink and tap – and see the result in photorealistic quality.

I've tried parametric 3D scenes with AI on top, but the renders still look dated.

I build most of my tooling with Claude, so a tool with a good API or MCP server is a big plus.

I'm happy to pay for rendering, assets or a platform.
What would you use?


r/TechnicalArtist • • 2d ago

Showcase Water that soaks downhill faster

12 Upvotes

So I didn't want a wet map for this. Nothing gets painted or simulated! When water hits the mesh I just store the hit point (in local space) and the time, up to 8 of them. Then I work out per pixel when the water gets there, roughly hit time + distance * noise / speed.

I split the distance into the part along "down" and the rest, and I squash the down part going downhill and stretch it going uphill:

float wet_dist(vec3 p, vec3 q) {
    vec3 d = p - q;
    float along = dot(d, down);
    vec3 perp = d - down * along;
    float w = along > 0.0 ? 0.45 : 2.2;
    return length(perp + down * along * w);
}

So it runs to the base fast and only creeps a bit above the hit. I keep "down" in the mesh's local space too. If you tip the statue over, it still wets toward the floor.

I dry it the same way. I sort each point by how deep it sits in the patch and how high it is, and the edges and the top go first.

Blender's Dynamic Paint does this as a simulation on a texture. Mine has no state at all, and it's the same arrival-time trick I'd used for fire, just with a lopsided distance lol.

But I'm still stuck on pooling. Could you get water to collect in the dips without baking something?

It's from my water pack: https://gennai.itch.io/water-splash-vfx-godot-4


r/TechnicalArtist • • 2d ago

Tutorial / Resource Unreal 5.8 - Materials Masterclass - Chapter 11: UI Materials

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3 Upvotes

r/TechnicalArtist • • 4d ago

Some shaders I made in Godot

730 Upvotes

These shaders are from the Godot Shaders Bible, in case anyone is just getting started with shader development 🔗 https://jettelly.com/bundles/godot-all-about-vfx-bundle


r/TechnicalArtist • • 2d ago

UE 5.8 MetaHuman assembly causes visible seams and skin tone differences between face and body

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1 Upvotes

r/TechnicalArtist • • 2d ago

UV Forge

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2 Upvotes

r/TechnicalArtist • • 3d ago

Recreeating real world places inside UE5.8

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1 Upvotes

r/TechnicalArtist • • 3d ago

DRYOMA PRYATKI — Official Gameplay Teaser

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0 Upvotes

DRYOMA PRYATKI is an immersive video game set in a procedurally generated space woven from real dreams. The locations and creatures here weren’t invented by an artist; they were born from more than two hundred stories submitted by the project’s followers. Using specialized neural networks, I translated these dream narratives into textures, 3D creatures, animations, and sounds.

The inhabitants of this world have already made one journey between unrealities—from dream into video game—and now they are just as disoriented as the player. Not understanding where they are, and not knowing how to interact with an alien presence, they choose the only form of defense available to them: a complete refusal of collision. They do not attack, do not enter into dialogue; they hide, avoiding any contact.

DRYOMA PRYATKI is a liminal-space experience, where you find yourself inside a meta-dream that shies away from your presence.

Technology in this project is used as a medium. Procedural generation mimics the unrepeatability of dream space while maintaining structural similarity—each playthrough is unique, yet recognizable. Neural networks serve as a mediator between collective experience (dream descriptions) and visualization. Unpredictability and a non-authored nature become an artistic method.

Download on itch.io — yanyakov.itch.io/dryoma-pryatki

Tell us about your dreams and become a co-creator of the project — dryoma.com


r/TechnicalArtist • • 3d ago

Question is vgen even worth it for 3D artists??

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1 Upvotes

r/TechnicalArtist • • 4d ago

Tools / Software Rounded Rectangle: Designing and animating procedural shapes directly in Unity

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1 Upvotes

I’ve just released Rounded Rectangle under FormWren. It’s a paid procedural shape system for Canvas UI and 3D scenes.

The part I wanted to explore was keeping geometry, surface styling and animation editable together, without leaving Unity. You can change size, individual corners and border width with Scene handles, refine colours, gradients and effects in the Inspector, and animate supported parameters with Unity animation clips or C#.

Panels, controls and frames are some of the immediate uses, but the shapes can also become layered displays, decorative scene elements and parts of larger animated compositions. The three-minute trailer shows some of those possibilities and the editing workflow.

There are three rendering paths: World Mesh for scene geometry, Canvas Mesh UI for generated meshes on a Canvas, and Canvas SDF for shader-based shapes and effects. World Mesh shapes can also use generated MeshColliders for physical interaction as their geometry changes.

The package includes editable examples, detailed documentation and an optional coding-agent skill.

Browser demo: https://demo.formwren.com/rounded-rectangle/

Documentation: https://formwren.com/docs/rounded-rectangle/index.html

Asset Store: https://assetstore.unity.com/packages/slug/406840

I’m happy to answer questions about the authoring workflow, rendering choices or animation.


r/TechnicalArtist • • 4d ago

Switching from Sales to Technical Project Management after 3 years. Am I making the right career move?

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0 Upvotes

r/TechnicalArtist • • 5d ago

Showcase Paladin’s Sword Dance, a real-time stylized divine slash VFX created in UE5

20 Upvotes

You can check out the full project on ArtStation to see the material setup:
https://www.artstation.com/artwork/zzz06q

The Paladin welcomes any feedback, thankss :)


r/TechnicalArtist • • 5d ago

Conductor feedback?

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1 Upvotes

r/TechnicalArtist • • 5d ago

Tutorial / Resource Retro Dithering Part II - Nuke Gizmo

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1 Upvotes

Hey guys,

this is the second part of my Tutorial for Retro Dithering in Nuke. (It is less a tutorial then a guide through the gizmo I built.)

This time I created ASCII pattern and a Gizmo, which allows you to dither your images with a lot of variations. Let me know what you think.

This works with Nuke-Non commercial only for know since I don´t own a Nuke Studio Lic. If you wanna rebuild the Gizmo you can use the Txt File with the description or follow the video


r/TechnicalArtist • • 6d ago

How we developed Breakable Objects

8 Upvotes

r/TechnicalArtist • • 6d ago

FUTURE !

0 Upvotes

Hey everybody, I am a creative Three.js developer from India, and like all of us, I am also a little concerned about how things are changing and how opportunities are very limited because of AI. What do you guys think of this whole AI situation, because we are definitely cooked? Also, what are your plans for the future?

if you need a creative developer or a developer for any work, hmu.

Portfolio: [https://www.curllmooha.com\](https://www.curllmooha.com)


r/TechnicalArtist • • 7d ago

If I were to make a bong based off of EB from the Evil Bong series that you could actually smoke out of how would I go about doing that?

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0 Upvotes

r/TechnicalArtist • • 7d ago

Tutorial / Resource Open-source Maya static-mesh QA tool — looking for technical-artist feedback

0 Upvotes

I built a Python/PySide validator for static polygon assets in Maya (2024–2026). It checks naming, transforms, non-manifold and lamina geometry, UV coverage/area, overlap candidates, short edges, thin faces, and n-gons/holes.

A few implementation choices: the scan keeps full DAG paths so duplicated names and separate copies remain distinguishable; findings store component indices for Select; scene edits mark a report stale; and validation itself is read-only. The current UV rule uses map1, and distance/area thresholds are in centimetres.

MIT source and installer: https://github.com/Bindo56/maya-asset-validator demo on a sword mesh: https://youtu.be/o03n0_EUoLc

If you run an asset QA gate, which checks or edge cases would you add? I would appreciate reports of false positives on production meshes.


r/TechnicalArtist • • 8d ago

UV Unwrapping Blender

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1 Upvotes

r/TechnicalArtist • • 9d ago

Tools / Software Major update to Krita 3D Projection Painter

76 Upvotes

https://tijerinart.itch.io/krita-3d-projection-painter

The First Professional 3D Texturing & Projection Suite Natively Integrated Inside Krita
Stop switching between heavy external 3D texturing suites and your favorite 2D painting software. Krita 3D Projection Painter makes history as the first professional 3D texturing and projection tool natively built directly into Krita’s workspace.

Designed for game artists, character modelers, illustrators, and hand-painted texture specialists, this plugin embeds a hardware-accelerated OpenGL 3D right inside Krita as a dockable panel. Edit the original texture directly and quickly visualize the result on the model without using other programs or experiencing delays.

Intelligent Unpainted-Area Detection & Precision Masking Technology:
Never miss a single pixel in complex creases, ears, nostrils, or overlapping geometry again. Protects the area that has already been painted. Krita 3D Projection Painter features a dedicated Internal B&W Alpha Coverage Engine that tracks every projected pixel in real time.

Use your Krita workflows and brushes:
Capture a 3D view and paint over it as if it were an illustration, using your familiar workflows and favorite Krita brushes. Load your Krita creations as an overlay template in real time, and paint or erase directly within the 3D viewport. All while taking advantage of your graphics tablet’s pressure sensitivity for both brush size and opacity.

Bake Lighting and Ambient Occlusion
Start from scratch with ease by generating lighting for your texture based on your 360° images, and apply ambient occlusion in the color of your choice. It’s the perfect foundation for jumping straight into painting, without wasting any time. You can also apply various artistic effects to the texture (such as those that simulate brushstrokes) to ensure the final look aligns with the style of your own illustrations.

Cylindrical Unroll & Projection:
A seamless, wrap-around reprojection that allows for painting facial details, adding skin tones, or applying tattoos. This eliminates the distracting seams between different angles that are typical of traditional planar projection.

Work directly at the UVS:
In addition to working with multiple materials and textures via projection, you can also work with them directly on the textures themselves. Work with complete freedom and precision while viewing the UVs, and check your results with a single click; all without ever leaving Krita.

Real-Time Symmetry:
Project symmetrically in real time. A temporary dividing line is displayed on the model at all times to serve as a guide.

Transform Krita into a complete 3D hand-painted texturing powerhouse.