Hello. From some time I was wondering about transferring from 3D Artist into more like Technical Artist. But I would like to stay in game dev, or have opportunity to stay in game dev and then to move to cinematics/movies.
Right now I am 3d artist, I make hi poly, low poly, uvs, bakes, texturing, simple setup in engine. I know maya, zbrush, uvlayout, substance painter, unreal engine 4, photoshop etc.
And I would like to move a little bit to more technical side. I was even wondering about becoming a programmer but to be honest I think it would be kinda shame to not use my previous 3d graphic experience.
I would like to ask you for advice in terms how I could evolve ?
I was mainly thinking about three things right now:
- Technical artist in maya - scripting in mel, writing plugins/scripts etc.
- Technical artist in UE4 - shaders, blueprints, creating fx
- Houdini - something with 3d graphic, but it is not being used in gamedev as far as I know ?
I am excited about all of this three things, but I would also like to think about my hireability. Houdini looks really cool, and I saw that you can create real magic in there but this software is really rare in gamedev as I heard ? And even if it is being used in company, they don't need a lot of guys to use it ?
If I had to choose right now I think that technical artist in UE4 (blueprints, materials, fx, optimisation) would be best option, but still, not every company use UE4, so it would be most likely version with "Look, he is good with UE4, so he will be probably able to learn our in house engine" :P
I am kinda lost, I would be really grateful for your every opinion and idea.
Thanks
Replies
good news... you don't get hired as a technical artist because you know how to use certain software, you get hired because you can demonstrate that you know how to identify and solve problems in any software.
to generate marketable skills - find a problem and build a tool to solve it.
http://tech-artists.org/
An other good source is cult of rig. Even if you dont rig you learn the inner workings of maya.
There is one stream on how to complie for maya. Depends on how far you would like to go.
https://www.youtube.com/channel/UCX0OBmpsTUCeGaTDbHSb88g/playlists
Most of our tech Artists do everything in Python. Make sure you start with Python 3 its planned to take over the pipelines next year.
Little hint.
https://fmx.de/program2019/event/16153
If you want to be hireable demonstrate the latter. Tools are easy to teach. Problem-space competence - extremely hard.