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…
It is a lot about being able to communicate between artist and programmers. The better you can communicate with them, the better you know what the problem is that you have to solve. Scripting skills are a must for tech artist. Maxscript, python, mel, ... C++ can be helpful if you need to program a plugin or exporter. But…
Alright, about halfway through those interviews, I felt pretty damn sure I'd never cut it as a TA. Regardless, I'm going to pick up some scripting for Max and Maya, and look into Python.
Varies greatly from company to company. But the best tech artists I've personally worked with understand all kinds of pipelines and workflows, and script/program in their spare time, while retaining a solid foundation in art theory.
Tonnes of great advice given in a thread i started. http://www.polycount.com/forum/showthread.php?t=74567 Also check out tech-artists.org. If your main app is 3ds Max, check out this and if you use Maya check out Kevin Mannens DVD's on Gnomon. Great links for getting started with scripting in your respective programs. Also…
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,…