r/TechnicalArtist • • 23m ago

Anyone using Kitsu for tracking projects?

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• Upvotes

As I was browsing this sub I was quite surprised I couldn't find much discussion about pipeline tracking in general, not just Kitsu.

Do you all just keep track of your side projects in a spreadsheet or?


r/TechnicalArtist • • 14h ago

SOLARIS EDGE — Game-Ready Fantasy Sunblade

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4 Upvotes

​

My latest 3D weapon asset, created in Blender 5.2 and textured in Substance Painter.

4 LODs: 17.6K to 2.2K triangles

4K PBR textures

FBX format

Available on Fab. Feedback is welcome!

#3DArt #GameDev


r/TechnicalArtist • • 20h ago

PopcornFX's Godot plugin (meet the team at GodotFest)

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3 Upvotes

r/TechnicalArtist • • 21h ago

Tools / Software I built Rigby2D, a free and open-source alternative to Spine 2D

9 Upvotes

Rigby2D - Free, Open-Source 2D Skeletal Animation Editor

Hey everyone,

I'm a technical artist working in the games industry, and I'd like to share a project I've been developing.

Rigby2D is an open-source 2D skeletal animation editor designed as a free alternative to tools like Spine 2D.

The objective was to build a complete animation workflow with its own editor and runtime while maintaining interoperability with existing skeletal animation formats.

Current capabilities

  • Skeletal rigging and weighted mesh deformation
  • IK, transform, path, physics and slider constraints
  • Animation dopesheet and graph editor
  • Skins, events, image sequences and mesh deformation keys
  • PSD and PNG import
  • Skeleton JSON, binary .skel and texture atlas interoperability
  • Self-contained .rigby project files
  • JavaScript animation runtime and WebGL renderer

The editor is built with Tauri 2 and includes Rigbytron, a rigged and animated mascot used to demonstrate the tool's capabilities.

The source code is dual-licensed under MIT and Apache 2.0.

Current status: v0.1.0 - Early Alpha

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

Windows downloads: https://github.com/jaisurya-dev-art/rigby2d/releases/tag/v0.1.0

I'd appreciate technical feedback, particularly on the rigging workflow, animation tooling, file interoperability and potential production use cases.

Contributions are welcome!


r/TechnicalArtist • • 22h ago

After working on our award-winning game, I've decided to publish my post-process framework for Unreal Engine 5

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66 Upvotes

Hi there!

A few months ago, I graduated from my master's degree, working on a game titled Projet Brouillon. I was responsible for the lighting, post-processing and overall visual color and light balance of the game. The project recieved much praise from its artstyle, and even earned the Jury Prize at the Indie Game Nation showcase.

I thought it was a shame that it simply went to waste, so I packaged it into a full framework called Ink & Tone. Here's a full breakdown !

  • Cel-Shading that isolates raw lighting by dividing the SceneColor by the BaseColor. Rather than harcoding stepped thresholds, the normalized luminance is remapped through curves, acting like a gradient map.
  • Procedural Hatching that evaluates shadow depth across 3 density tiers, and projects textures using World-Space Triplanar coordinates, to get that baked look
  • Outlines combining two spatial Sobel kernels (Depth and Normals), featuring thickness tampering and UV noise distortion to break evenness
  • Stylized Distance Fog to counteract the post-process overrides, with added cloud shadow movements

If you're interested, it's available now on Fab and Gumroad.

Feel free to ask if you got any questions or feedback!


r/TechnicalArtist • • 1d ago

Aximmetry Tips & Tricks — first episode of a new tutorial series

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1 Upvotes

r/TechnicalArtist • • 1d ago

Experimenting with line growth

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2 Upvotes

r/TechnicalArtist • • 2d ago

Question Does this look good enough? (Newbie)

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14 Upvotes

Need a pouring water animation for my game and tried really hard to work on one. Do you think this is convincing enough? (ignore the plant)


r/TechnicalArtist • • 3d ago

A Image/Vector Editor That I've Been Working on for A Few Years

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85 Upvotes

Any feedback is welcome, you can try it here: https://karazjam.com/


r/TechnicalArtist • • 3d ago

Survey for Industrial Designers & Technical Illustrators on assembly manuals & DFM

1 Upvotes

Hi r/TechnicalArtist!

We are a team of undergraduate Human-Computer Interaction students in CSC318 (The Design of Interactive Computational Media) at the University of Toronto.

For our term project, we are studying the communication gap between product design/technical documentation and the end-user assembly experience (specifically flat-pack furniture like IKEA). While user feedback is easy to find, we specifically want to understand the designer's perspective: the constraints of textless 2D line manuals, Design for Assembly (DFA) trade-offs, and where current documentation pipelines fall short.

If you have professional experience in industrial design, technical illustration, packaging design, or consumer product development, we would greatly appreciate your insights in our anonymous 5 minute questionnaire.

Survey Link: https://forms.gle/Bs13F3jb8vy5ro84A

Thank you for your time!


r/TechnicalArtist • • 3d ago

If you were in my position, would you still focus on 3D development? 🙂

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0 Upvotes

r/TechnicalArtist • • 4d ago

Simply flipbook

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1 Upvotes

r/TechnicalArtist • • 4d ago

Paper folding

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31 Upvotes

r/TechnicalArtist • • 4d ago

Tutorial / Resource Frost that grows over any mesh: ridged noise with a sliding threshold (free Godot 4 shader)

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0 Upvotes

It goes in the Material Overlay slot, so the mesh keeps its own material and the frost is a second lit layer pushed out along the normal by 2 mm. No textures. I use ridged value noise (4 octaves) in the mesh's local space, so the pattern sticks to the mesh when it moves.

Growing it is just a threshold that slides down as frost_amount goes from 0 to 1:

float field = ridge * 0.72 + blotch * 0.28;
float edge  = 1.0 - frost_amount;
float cov   = smoothstep(edge - 0.08, edge + 0.18, field);
float glow  = exp(-pow((field - edge) / 0.1, 2.0));

Ridges cross the threshold first, so it starts as thin lines and fills in between them. The glow sits right on the moving threshold, and that's what sells it as spreading instead of fading in. On the crate and the statue in the GIF I also add world height to edge, so it starts at the floor and climbs. The dark ball is the same shader with a fresnel mask.

My first version had a white film between the ferns, and on red or orange objects it just looked pink, kind of like candy. So the film is light blue now. The hashes also avoid sin(), since sin-based hashes can differ between GPUs, and the pattern comes out the same in Forward+, Mobile and Compatibility.

It's MIT, code is here: https://godotshaders.com/shader/frost-overlay-for-any-mesh/

The noise is pretty much the whole cost: 8 value noise calls per pixel (4 ridged, 3 for the blotches, 1 for the grains). If you know a cheaper way to get the fern look, I'd like to hear it.


r/TechnicalArtist • • 6d ago

Question Generating flip books in Substance designer

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1 Upvotes

r/TechnicalArtist • • 6d ago

Procedural 3D Electrolyte Capacitor generator

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26 Upvotes

r/TechnicalArtist • • 6d 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 • • 6d ago

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

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3 Upvotes

r/TechnicalArtist • • 6d ago

Spark VFX Breakdown (made with PopcornFX 2.25)

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10 Upvotes

r/TechnicalArtist • • 7d ago

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

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1 Upvotes

r/TechnicalArtist • • 7d ago

rolling tetrahedron

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8 Upvotes

r/TechnicalArtist • • 7d ago

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

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25 Upvotes

r/TechnicalArtist • • 7d 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 • • 7d ago

Blooming Procedural Flower

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60 Upvotes

r/TechnicalArtist • • 7d 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.