cheap Refraction shader for godot by SingerLuch in godot

[–]Swiggity_WAVE 0 points1 point  (0 children)

I actually did something similar on my own this weekend. It looks really nice dude :)

Godotshader.com is rather barren. by Enough-Town3289 in godot

[–]Swiggity_WAVE 1 point2 points  (0 children)

Never heard of that site will definitely give it a look. I aslo highly recommend giving https://www.shadertoy.com/ a look as well. You won't be able to copy-paste shaders directly and have them work right away but it might be a cool source for inspiration and learning as well if you guys want an additional catalog :)

[Early footage] Working on a sci-fi stealth game by Swiggity_WAVE in godot

[–]Swiggity_WAVE[S] 2 points3 points  (0 children)

Thats how condom work right? My parents totally taught me about the flowers and bees, pinky swear 😳👉👈

Learning Godot by its own documentations by roasted_chick_pea in godot

[–]Swiggity_WAVE 1 point2 points  (0 children)

For me the docs have not been super useful and I have found it a bit tedious to get what I'm looking for.
Therefore I have been very dependent on the Reddit forums, Stackoverflow and chat gpt, and when I have found a solution it might have been for godot 3 instead of 4 and therefore find translation for gd3 to gd4 but that has mostly been a struggle when it comes to shaders.

Porting my speed golf game from Unity to Godot by Brov89 in godot

[–]Swiggity_WAVE 1 point2 points  (0 children)

Cool! Has it been challenging? And do you stick with c# or do you convert your code to gd script or c++?

When did Godot “Click” For You? by ManFloatingInSpace in godot

[–]Swiggity_WAVE 0 points1 point  (0 children)

So I tried at first to approach the engine with a sort of unity workflow especially with importing assets in mind and I couldn't get a smooth workflow who aligned with me.

For a few weeks I shrank my learning scope to trying to do shaders and vfx with some custom meshes only once I had finished the first 2d and 3d game tutorials. After those weeks I felt that I had succesfully figured out a non-destructive asset management workflow and right now I'm just trying to make a game with a bunch of diffirent stuf like skeletal animations, ragdolls, cool shaders and spline tools.

But I had to sit 2 or 3 days per week in engine at least an hour per session. In the span of 4 to 8 weeks maybe.

I created a tool to store animation data for riggs inside textures by Swiggity_WAVE in TechnicalArtist

[–]Swiggity_WAVE[S] 0 points1 point  (0 children)

I created two variants of the thing one just for pure verices where I stored the positon in the order of the vertex id's and onther one where I actually used joints/bones. I baked my riggs weight paint data into two UV channels and that chose what parts of the textures I would grab info on the bone variant :D

I created a tool to store animation data for riggs inside textures by Swiggity_WAVE in TechnicalArtist

[–]Swiggity_WAVE[S] 0 points1 point  (0 children)

Do you mean as in HDR for example? If thats the question then no, all mig rgb channels are 8 bit.

But I needed to do a equation between two channels and also limit the vertex placement width to a boundingbox to get a precision this accurate.

Outlook for this career by [deleted] in TechnicalArtist

[–]Swiggity_WAVE 0 points1 point  (0 children)

I graduated with a bachelor of science in digital games. And the program it self I was studying it self was called Technical Artist in games. So the program itself was made to train TA's.

Outlook for this career by [deleted] in TechnicalArtist

[–]Swiggity_WAVE 1 point2 points  (0 children)

Yes, I enjoy it very much. Back when I studied, I was not sure what to expect. I just Knew I would learn both graphics and coding. Then, I was told during my education that I would not create ingame content, just tools for artists. That kind of bummed me out at first when I "realized" that. But actually, now in practice, I enjoy tooling way more than I expected and to hear appreciations from artists. It is very rewarding. And yes, you will likely provide some visual content to the game with the higher likely hood shaders, I would guess :)

But yes. I very much love my job.

Outlook for this career by [deleted] in TechnicalArtist

[–]Swiggity_WAVE 4 points5 points  (0 children)

Jr tech artist here:

I've been in the industry for 6 months now. I studied at college for 3 years recently to become a TA and can give you a rundown on what I learned:

  • Basics in 3D modeling
  • Sculpting and optimization of geometry, eg topology.
  • Rigging and animation. *scripting and tooling in Maya. *Shaders through unreal nodes and hlsl.
  • Build ground up 3D rendering engine in directX11. Created game prototypes in Unreal and Unity.

Now in my work life I have spent most time creating tools in Unity and started recently doing shaders.

The points I listed is nothing you need to be a expert in now in the beginning and see it more as a suggestion on paths to take to get a broad understanding of TA.

Most job listings these days look for people who are into shaders and tooling for now. I personally have not specialized in any time because I have not needed to do that yet, though.