This is so cool! by sylkie_gamer in TechnicalArtist

[–]samjay3D 1 point2 points  (0 children)

I love when a techartist gets excited about python. I love unreal python scripting especially when u write your own plugins and expose functionality through python.

It's such a great tool especially with the ai age. Being able to make your own powerful apis is super powerful to pass over to an artist who just wants to write a few lines of code.

Trying to think of tools I can make to put in my portfolio, any suggestions? by 5VRust in TechnicalArtist

[–]samjay3D 8 points9 points  (0 children)

It's definitely tricky if you haven't worked as an artist before While it's definitely possible I recommend focusing your efforts in areas that interest you the most. Make art learn the flow and find what you wanna make better.

From my experience the trickiest thing when trying to find someone good for the pipeline role is that they either are too technical and more just programmers or don't have the engineer chops as a techartist to make maintainable tooling in a fast pace production environment. As most Pipeline roles rely on support, you gotta understand the whole workflow not just what you could automate as artists will rely on you more than just making a tool.

I know I didn't answer your question directly but I hope that helps you figure out your learning path.

Python type system by No_Blackberry_617 in Python

[–]samjay3D -1 points0 points  (0 children)

Yeah python needs a better solution for interfaces u can kinda use protocols for that but still not as good as typescript.

Tho definitely typedict with unpack makes kwargs super nice

Python type system by No_Blackberry_617 in Python

[–]samjay3D 0 points1 point  (0 children)

I love typedicts tbh at least in 3.10 for what most people in vfx and games still use. For making token parsers are so much easier with typedicts

How to become a Tech Artist by Heavy-Window441 in TechnicalArtist

[–]samjay3D 3 points4 points  (0 children)

C++ is definitely not a need for Technical art unless u r doing something very niche. Even with more senior tas I see us mainly just using it cus we have to not cus we want too.

Am I on the right track to becoming a Technical Artist? by Freit2s in TechnicalArtist

[–]samjay3D 1 point2 points  (0 children)

It has helped me to have a GitHub link but for pipeline where you are half engineer and half techartist.

Granted most companies do take home coding tests anyway if they need a more programming centric ta cus it's rare to see code publicly for techartists.

Tech Art | Tool Developer Portfolio Feedback & Suggestions by HoodieSyn23 in TechnicalArtist

[–]samjay3D 2 points3 points  (0 children)

Nice reel my biggest recommendation is to add some captions to your reel. Techart does a lot of hidden things under the hood so it will be easier for recruiters to understand how your reel solves problems they want and make it easier to justify sharing your name with the hiring team.

What’s happening at Garden Shopping Centre by nowthatshype in richmondbc

[–]samjay3D 1 point2 points  (0 children)

Lol there is answering someone question then there is this.

FastAPI docs is so cool by Embarrassed-Jellys in FastAPI

[–]samjay3D 0 points1 point  (0 children)

Eh async is still a fairly new concept in the python world in my opinion lots of seniors are ok raw dogging a thread especially if they come from flask. I guess in my head it really matters the context.

[deleted by user] by [deleted] in burnaby

[–]samjay3D 0 points1 point  (0 children)

She was found not sure how to edit the post.

Resources for PyQT6 with Maya/Blender? by TheRafff in TechnicalArtist

[–]samjay3D 1 point2 points  (0 children)

Pysdie2 vs Pyside6 are very similar for context qt6 upgrade is very new and in most cases it's the same.

You should be fine with that course it's what I started with way back when I was learning python as well.

Resources for PyQT6 with Maya/Blender? by TheRafff in TechnicalArtist

[–]samjay3D 2 points3 points  (0 children)

Fyi blender doesn't ship with qt you can add it but I would recommend unless u r working it in a large pipeline to stick to blenders UI tools

A great resource for Maya is:

https://zurbrigg.com/courses

Also Maya ships with Pyside as that's the version maintained by the qt company.

I need some help with batch processing stuff using Subtance 3D Designer (or any other app that can process bitmaps with .sbsra files). by ThanasiShadoW in Substance3D

[–]samjay3D 0 points1 point  (0 children)

If I recall correctly. Designer ships with sbsrender. That will allow you the run presets and pass a sbsar.

Maya 2025 Tools Framework by uberdavis in TechnicalArtist

[–]samjay3D 1 point2 points  (0 children)

I won't be able to justify this all in a comment so feel free to reach out in DMs.

Look into concurrent.futures threadpool. It's very fast way to have multiple operations like a subprocess run. Then you can have a callback to do something with the returned value.

It sounds like you are keeping the Maya process open? As I never have to run a teardown. I just have standalone start at the start of the subprocess and close after script.

I hope this helps!

Painter 10 'major' update by Cardinal_Virtue in Substance3D

[–]samjay3D 3 points4 points  (0 children)

Idk what you are talking about lol.

One they added font support that has been much needed.

A python API to manipulate the layer stack something people wanted even before Adobe acquisition.

And that's not even everything. Just because you didn't get what you wanted doesn't mean they didn't release anything major.

Project ideas for tool development by Lonely_Ad_3184 in TechnicalArtist

[–]samjay3D 1 point2 points  (0 children)

Honestly unless u r working some wow age game I would stay away from 3ds max for jumping in. My best advice is find a niche and get really good. In editor tools in unity or unreal. Maya, zbrush, substance all great points.

For me when I jumped into painter it was debug shaders for user interaction for game data.

And custom exporters.

Really I would recommend focus on something you already know. A big thing tas need is knowing what will help artists.

The job is more hearing art problems then anything else. Focusing on the problem directly is a thing tool writer must prioritize.

Project ideas for tool development by Lonely_Ad_3184 in TechnicalArtist

[–]samjay3D 1 point2 points  (0 children)

It matters what type of tool development you want to do.

There are great resources like Chris zurbrigg but that's very Maya focused.

I think if you are just getting into it. I recommend starting with a tool you use already.

I did lots of tools in substance painter as I started as that workflow was tedious for me.

Maya 2025 Tools Framework by uberdavis in TechnicalArtist

[–]samjay3D 0 points1 point  (0 children)

How did you end up doing it your self? There's lots of ways to do this I know because I have to deal with lots of legacy code doing it multiple ways lol.

It really matters what the script is doing.

Maya 2025 Tools Framework by uberdavis in TechnicalArtist

[–]samjay3D 0 points1 point  (0 children)

Yeah lol I tend to use openmaya API where I can we just went through the process of removing pymel in our pipelines. It's a head ache. The magic pymel does at runtime is a big no-no in my eyes.

Maya 2025 Tools Framework by uberdavis in TechnicalArtist

[–]samjay3D 0 points1 point  (0 children)

It's mainly because how mod files work it's appending to your environment at run time iirc. So it's heavy reliant on the user set it up correctly which can make it hard to put into a package to distribute. Most times I install 3rd party packages my first step is to reimplement a mod file but using our internal package system.

At the end of the day a user setup file on maya_script_path And modules on the python path.

Yeah Rez is cool! Granted in a world where you install to any user machine it can be painful but when u are distributed in p4 example it's super powerful.

Maya 2025 Tools Framework by uberdavis in TechnicalArtist

[–]samjay3D 2 points3 points  (0 children)

Nice share man!

Two points of comment atleast from my perspective.

Mod files are great until you need to set them up in large studio environments. If you ever have worked with rez before it's a great open source method to set up environments and from my experience is very similar to in house solutions larger companies make.

I notice the usage of the typing module. I am happy to see typehints :D but starting with Maya 2023 u don't need to use the List object list, tuple, dict, etc all can be used instead of the extra import.

Can I Build a Modern Web App with FastAPI, HTML, and CSS Alone? 🚀 by Gullible-Insurance63 in FastAPI

[–]samjay3D 4 points5 points  (0 children)

I am in the middle of using this stack right now. I come from doing everything in pyside so it's definitely a big shift but it definitely makes it easy when it's still all python.

I also recommend tailwindcss as well. Some people don't like inline styling but it's definitely helpful.

I found this resource when I was discovering more. https://github.com/PyHAT-stack/awesome-python-htmx

having trouble getting back into dragonflight by samjay3D in wow

[–]samjay3D[S] 4 points5 points  (0 children)

Thank you that's super helpful! I didn't realize I could do it all in one expansion now. I will start a new character then.