首先是TA的分类,因为不可能有全知全能的混蛋,术业有专攻,即使TA已经足够综合,但仍有细分
Lighting Technical Artist
- Physically based rendering
- Shader language programming
Rigger Technical Artist
- Advanced Rigging
- Tools for automation
- Machine Learning
Procedural Technical Artist
- Houdini DCC
- linear algebra
- Python
UI technical Artist
Pipeline/ Principal Technical Artist
Optimization
- 3D Assests optimization
-- LODs
-- Texture Compression (types)
-- Mesh Optimization - Visual Effects Optimization
-- Particle Systems
-- Shader Complexity
-- Texture Atlases (combine multiple textures) - GPU instancing
-- Render multiple instances of an object with a single draw call - Post- Processes
-- Shader Quality
## Frame Debugging ## - RenderDoc
Substance Painter 的工作流程
1️⃣ 导入 3D 模型(FBX/OBJ)
2️⃣ 烘焙贴图(Baking):生成 Normal、AO、Curvature 等贴图
3️⃣ 添加材质 & 纹理绘制(Texturing):使用 PBR 材质、笔刷、智能遮罩等
4️⃣ 调整光照 & 预览(Rendering):使用 IRay 渲染检查效果
5️⃣ 导出贴图(Export):输出到 Blender、Unreal Engine、Unity、Marmoset 等
Baking vs Rendering
对比 Baking(烘焙) Rendering(渲染)
目的 预计算信息并存储为贴图 计算最终画面
性能影响 提高实时渲染效率 计算量大,渲染较慢
使用场景 游戏、低多边形优化、PBR 贴图制作 电影、建筑可视化、产品设计
输出 纹理贴图(Normal、AO、Curvature) 最终 2D 图像或动画
List of Learning
- PBR
- Forward and Deferred rendering
- In-depth look at Real Time Rendering
- Read Graphic studies (ex. GTA V)
- Profiling Skills