let me introduce my self,
my name is chris i am new on here,
i do 3d work in 3dsmax and texture work in photoshop,
also use zbrush and mudbox some,
but looking at change over or add more teachnical work to my resume,
is there such thing as technical artist in unreal engine pipeline,
would love to make shaders in max or unreal engine,
i just got the HLSL Shader Creation 01 dvd by ben cloward,
if i get thru it i will buy the 2nd dvd as well,
would that be a good start,
not sure what else i should do to make my self more marketable,
maybe some scripting would help,
in game engine scripting or something,
just need some help in a definition of a technical artist is all,Thanks,
Sure you can be a tech artist in the unreal pipeline, that’s what I am =)
And trust me, there’s plenty of work to be done
[QUOTE=lkruel;2129]Sure you can be a tech artist in the unreal pipeline, that’s what I am =)
And trust me, there’s plenty of work to be done[/QUOTE]
what all of the pipeline would you suggest i learn,
i was thinking mayber shaders not sure what else,
right now i just build 3d models in max and texture them,
then bring them into ue3,
do you use alot of Kismet and Matinee,Thanks,Chris
Technical artists will need to know at least one scripting language… generally once you get good at one, it isn’t a huge deal to learn another. So learn Python, MEL, or MAXScript. Also learn HLSL if you want to do shaders.
For an artist, knowing a little bit of scripting is a plus, as well as knowing how to work in a pipeline. However, this won’t be your primary job, your determining factor will be your artistic ability. If you want to be a technical artist, you need to make a much more focused effort- you generally won’t be creating much game art. But if you want to be a character/prop/env artist, knowing tech stuff can only help you, even if you don’t make it a career… Ben’s DVD’s are a great way to learn, and there are so many sources for everything now there’s no reason you can’t learn whatever you want.