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Old 12-03-2010, 06:56 PM   #1 (permalink)
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Going from Artist to Technical Artist

Hey guys, I'm a 3D artist already working in the games industry. I have an interest in scripting, I find it fun and challenging. I was wondering if anyone could point me in the right direction for things to learn in order to be able to move to a more Technical Artist position. I have already written a few scripts that other people in my office are using to help speed up art production, but I feel that I don't have any real solid way of learning MEL scripting or just tools creation in general. I would say my skills in MEL at the moment are fairly basic. My programming background is very limited, I did some visual basic back when i was at highschool, and i learnt some HTML at college. my learning of MEL has come from pestering some other programmers and artists at work as well as the trusty help file.

I think I also need to learn about shader creation, are there any good tutorials out there that you've found that explain and break down the creation of complex shaders?

Also, what other things does a Technical Artist need to know in order to do the job properly?

You're help would be very much appreciated

eagle4
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Old 22-03-2010, 11:04 PM   #2 (permalink)
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Python is a biggie. Chad Vernon » Python Scripting for Maya Artists is a simple tutorial.

You may also want to check out Tech Artists for the community there.
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Old 23-03-2010, 01:22 AM   #3 (permalink)
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Tech Artists

Maybe asking here, or having a look around their forum might help you.
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Old 30-03-2010, 09:22 PM   #4 (permalink)
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Quote:
I have already written a few scripts that other people in my office are using to help speed up art production, but I feel that I don't have any real solid way of learning MEL scripting or just tools creation in general. I would say my skills in MEL at the moment are fairly basic. My programming background is very limited.
1. Learn MEL. Keep looking for ways to use it in your daily job (and believe me, there are heaps of times where you can). Anytime you're doing a task multiple times(in Maya? what is your 3D software?), think "how can i speed this up to make a one button solution?"
Even if its something really simple, make a script, throw it on your own shelf.
Try making some UI stuff, with buttons, sliders and commands (if you haven't already). Check out Rob the Bloke's site for examples.
If you get familiar with the basic MEL commands that you use often, and with Echoing Maya's commands to figure out whats going on, there's not much MEL stuff that you won't be able to handle.

If you have NOTHING that you think you can script up for practise in your daily job (and you're wrong), then invent something. Jump on some forums, like CGTalk, where people request wee scripts. Write them some. Get feedback.

2. Learn programming. Or at least a lot of the fundamentals. You will be a much better Tech Artist if you understand the underlying reasons for doing things one way or another, especially in Pipeline work.

3. Ditch MEL, learn python. But learn MEL first

4. Make a plugin in C++. Even something pretty damn simple, so you know the process and pitfalls. If you get into it i.e. read up documentation as you go, you should get a pretty good understanding of how Maya's architecture works "under the hood"

That do for a start? See you in a year
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Old 30-03-2010, 10:13 PM   #5 (permalink)
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Yeah, learn the scripting language of the tool you use (I think MaxScript or MEL would be most useful to learn - they'd be the most desireable in the industry). Pick a problem and see if you can script a solution to it. Or a new feature for a tool. Or just adding functionality that you think would be useful.

I'm not sure you need to know C, that'd likely be more focused towards Tools Programmer (writing level editors and game engine tools). It still might be useful to mess around with - especially if you plan on writing plugins as well as scripts.

Learning UE3's material editor for materials and screen shaders would also be a good move.

As for what Tech Artists do... it's a pretty big range of stuff and the details can vary from place to place. But overall they write tools/scripts for the artists to speed up the workflow or bridge gaps in the pipeline. Tech-heavy or complex particle/shader effects and tools to control them.

The site mathes and Glynn linked to should give you a much better idea of what's required - some good stuff there
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Old 01-04-2010, 07:10 AM   #6 (permalink)
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thanks for your sharing!!
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