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Technical Artist Bootcamp Syllabus

Week 1 - 3

Reference, Setting Up A Grid System & Modularity

Week 1 - Block Out

  • Pick a concept or reference image to work from
  • Establish a style guide & collect reference
  • Create block out of environment
  • Establish proper scale and metric for assets

Week 2 - Modularity Fundamentals

  • Planning and breaking down concept/reference for modular elements
  • Setting up a grid system/ a unit of measure while keeping texel density in mind
  • Massing out assets and other components 

Week 3 - Modular Deep Dive

  • Further creating modular assets for variety and flexibility 
  • Placing assets in scene/ finding out what additional assets are required

Week 4 - 6

Texturing, Trim Sheets & Uv's

Week 4 - Texturing Fundamentals & Breakdown of scene

  • Evaluate material types across scene 
  • Plan out and create trim sheets models
  • Create materials and tiles through texture applications

Week 5 - Texturing & UV’ing

  • Unwrapping modular assets with tiles and trims with texel density standards
  • Unwrapping techniques

Week 6 - Texturing & Materials

  • Creating a parent shader in Unreal 
  • Provide flexibility within the shader
  • Applying materials to assets/ Material ID’s

Week 7 - 9

High Poly, Low Poly & Weathering

Week 7 - Unique Assets/ Props/ Set dressing

  • Creating high poly props 
  • Approach and workflow

Week 8 - Unique Assets/ Props Deep Dive

  • Low poly creation for baked assets
  • UVing low poly baked assets
  • Baking & texturing workflow

Week 9 - Unique Assets/ Props/ Set Dressing Extended

 

Week 10 - 12

Set Dressing, Mood & Post Processing

Week 10 - Set Dressing 

  • Placement of props for storytelling and believability
  • Decal & signage creation/ placement
  • Distress & weathering build up

Week 11 - Lighting

  • Establish lighting scenario 
  • Using lighting to evoke mood and ambience 
  • Using light to help highlight key areas and focal point of scene

Week 12 - Post Process & Rendering

  • Create final look with postprocessing 
  • Render shots in our scene for presentation

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