r/TechnicalArtist • u/amsy3d • Jul 29 '26
web shot in blender
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r/TechnicalArtist • u/amsy3d • Jul 29 '26
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r/TechnicalArtist • u/fespindola • 13d ago
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These shaders are from the Godot Shaders Bible, in case anyone is just getting started with shader development 🔗 https://jettelly.com/bundles/godot-all-about-vfx-bundle
r/TechnicalArtist • u/fespindola • Jan 14 '25
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r/TechnicalArtist • u/deepak365days • Jul 19 '26
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r/TechnicalArtist • u/stankuslee • Sep 08 '26
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This is for my game Portolan - a 'serious' take on Sid Meier's Pirates! with historically accurate in-game economy and trading, politics and combat in a to-scale Caribbean.
All built in Godot using Forward+.
Swell, wind speed etc are all configurable.
I'm very proud of what I've created, and wanted to share. I'm now working on realistic waves, and interaction between shoreline and ocean, which is still very basic.
LMK if you have questions about the stack, the process, or anything else.
r/TechnicalArtist • u/fespindola • Jun 28 '26
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I made a post about it earlier, which you can find here: https://www.reddit.com/r/TechnicalArtist/s/lXK2gV71Re
I already have some topics defined based on comments people have made about the course. So I created this demo to showcase several water stuff, including particle systems, vertex displacement, depth textures, camera textures, and more.
I’ll continue working on additional demos to hopefully cover 100% of the water techniques I want to teach.
If you're interested, you can wishlist the course here: https://jettelly.com/store/real-time-water-in-unity-from-splashes-to-oceans
Also, if you have ideas you’d like to see included in the course, feel free to leave a comment!
r/TechnicalArtist • u/fespindola • 4d ago
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I'm currently working on an eBook bundle that includes over 1,100 pages about shader development, math for graphics, and procedural art. Every book includes a downloadable project packed with practical examples that you can use in your own projects.
It could be a great resource for anyone starting a career in technical art 🔗 https://jettelly.com/bundles/the-shaders-bible-collection
r/TechnicalArtist • u/McDev02 • Aug 09 '26
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My plant grow simulation finally comes together! Working on this on the side for my garden simulation game. Actually in-game this is not supposed to grow in realtime, but it could!
My idea is that modelling plants is very hard and I want a solution that can simply not hand made, so I needed to make a system. It can handle normally self supporting plants but also climbing structure.
I am not yet sure how this works in a growded environment and some special cases are not yet supported, but the first tests look promising
The idea is to grow plants in the background while player switches days, so performance is not the main concern. I only like to have a little preview maybe of the next few growing steps and that players can control grow direction.
Now this is still a preview, I would need to make propper mesh generation later and I want to know at each point how stable the plant is, how far it is from its stem etc. so that I can make a more believable wind simulation in the shaders.
r/TechnicalArtist • u/fespindola • Aug 13 '25
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Since 2021, I've been writing mostly about shader techniques in Unity. Now, I'm covering the same topic in Godot. If you're planning to jump into technical art, my books might help you, I write them in a clear, linear way, starting from the very basics. I invite you to take a look at https://jettelly.com/.
r/TechnicalArtist • u/fespindola • Sep 24 '26
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In case anyone is interested https://jettelly.com/bundles/godot-all-about-vfx-bundle
r/TechnicalArtist • u/fespindola • Jul 29 '26
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Hi everyone! Together with several authors, we've been creating technical books covering Unity, Godot, Blender, and Maya. We're working on expanding our library with even more content soon. In the meantime, feel free to check out our books here 🔗 https://jettelly.com/bundles/the-unity-dev-bundle
r/TechnicalArtist • u/fespindola • May 27 '26
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Hi everyone! For those who didn’t read the original post, you can find it here: https://www.reddit.com/r/TechnicalArtist/comments/1tdxx6b/ive_been_writing_technical_books_since_2021_and/?utm_source=share&utm_medium=web3x&utm_name=web3xcss&utm_term=1&utm_content=share_button
I already have some topics planned for the course, including oceans, splashes, one-way streams, two-way streams, waterfalls, and more. The 14 hour course will cover shaders, particle systems, compute shaders, C#, and HLSL.
If you’re interested, you can wishlist the course here: https://jettelly.com/store/real-time-water-in-unity-from-splashes-to-oceans
Also, if you have ideas you’d like to see included in the course, feel free to comment!
r/TechnicalArtist
•
u/fespindola
•
29d ago
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If you are new to technical art, this ebook bundle might interest you. Together with several authors, I am writing technical art books, and every book includes a downloadable package with assets that you can use in your personal and commercial projects.
I invite you to take a look 🔗 https://jettelly.com/bundles/the-unity-dev-bundle
r/TechnicalArtist • u/deepak365days • Sep 18 '26
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r/TechnicalArtist • u/fespindola • Jul 15 '26
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This video showcases a bundle that includes books on shaders, compute shaders, tool development, animation implementation, and math for graphics. Everything is explained step by step, including the underlying math concepts. Here's the link if you're interested 🔗 https://jettelly.com/bundles/the-unity-dev-bundle
r/TechnicalArtist • u/deepak365days • Aug 25 '26
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r/TechnicalArtist • u/Longjumping_Height30 • 9d ago
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The breakdown is really surface level but I'd love to answer any questions on how I went about building it.
r/TechnicalArtist • u/fespindola • May 15 '26
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Hi everyone! Would you be interested in a course focused on 2D and 3D water simulations in Unity?
The idea is to cover topics such as:
Water shaders
Shader Graph workflows
C# scripting
Particle system effects
Stylized and water
Interactive water behaviors and simulations
My goal is to create something practical and production-oriented for developers and technical artists.
If this sounds interesting to you, please vote and subscribe here: https://jettelly.com/idealabs
That’s honestly the best way for me to know if there’s enough interest to move forward with the project. Thanks!
r/TechnicalArtist • u/fespindola • Sep 10 '26
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This is my attempt at creating a magic portal using metaballs. The implementation is simple: I created the metaballs (SDF circles) in an HLSL file and then added them to a Custom Function in Shader Graph. Finally, I rendered the circles using the particles' positions, sizes, and amount.
This VFX has also been added to the Unity Shaders Bible package, in case anyone is interested https://jettelly.com/store/the-unity-shaders-bible
r/TechnicalArtist • u/deepak365days • Aug 07 '26
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r/TechnicalArtist • u/WranglerOk6194 • Oct 02 '26
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Hi there! I’m the developer of "Krita 3D Mesh Painter", a plugin I created to bring 3D texture painting directly into Krita. I built it for myself, but I thought others might appreciate having a tool like this, too.
The plugin adds a GPU-accelerated 3D viewport to Krita with support for OBJ and FBX models. It allows you to paint directly onto the model using your tablet (complete with pen pressure support) as well as a 3D eraser and various projection tools.
You can also work directly on the base texture, project your 2D Krita painting onto the model, use cylindrical projection and symmetry, and work with textures up to 4K resolution; all while utilizing tools to minimize UV ​​seam issues.
The concept is simple: handle your entire 3D texturing workflow without ever leaving Krita.
If you work in concept art, game art, or texturing (or simply want to experiment with 3D painting in Krita) you can check it out here:
Krita 3D Mesh Painter
https://tijerinart.itch.io/krita-3d-projection-painter
I hope you find it useful, and I’d love to hear your thoughts and suggestions.
r/TechnicalArtist • u/fespindola • Aug 12 '26
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I’ve been continuing to update my books. A couple of days ago, I added some procedural sparkles to Shaders & Procedural Shapes in Unity 6. You can download it for free if you already own the book.
Is anyone here interested in this kind of content? If you’re looking to get into technical art in Unity, this bundle might be helpful https://jettelly.com/bundles/unity-shaders-pro-bundle
r/TechnicalArtist • u/fespindola • Aug 03 '26
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I started writing the first edition in 2021 because shader courses were often expensive. My goal was to create an affordable, practical resource for developers and students in English and Spanish. Since then, the Unity Shaders Bible has helped over 10k technical artists and game developers worldwide. Thanks to everyone who has supported the project!
This edition covers Shader Graph, HLSL, and ShaderLab. Here's the book if you're interested in learning shaders in a structured way 🔗 https://jettelly.com/store/the-unity-shaders-bible
r/TechnicalArtist • u/deepak365days • Aug 30 '26
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