I don't think you should get scared off by those Tech Artist interviews (which are awesome btw. thanks haiddasalami) since these people have been on the job as tech artists for a while. It's true that there is a lot to learn when you first get started but I think it gets easier as you move along, or at least you have a…
dont let the math bog you down. If you want, I can send some books that have helped me currently. Also khan academy. that thing is a treasure mine by itself :) Also all programming is IMO 70% logic 30% implementation/syntax. I think I spend more time thinking/researching what I need than sitting and coding.
My roll as a tech artist changes just about every day, it is a bit different for me how ever as one day I'm working on a game the next a feature film and then a TV series. The one thing that I can tell you that remains consistent about being a tech artist in a company is flexibility. You must be willing to learn new things…
within the TA fields there's quite a few specializations... and it all depends on that how much programming / math you need. There's your tool coder TA, who's really mostly a programmer who also happens to know how 3ds Max or Maya work. There's your SFX TA who knows the in and outs of creating SFX, particle effects,…
Tech artists roles vary so much because not all companies realise what a tech artist can do for them. I started writing some Maxscripts 10 years ago to help me out when I was creating assets. At Runecraft I was writing noddy scripts to add helper nodes to characters for the runtime guys, but I was still very much a…