Blender, As A Production Tool
Blender is a useful place to learn technical art: it’s free, has a capable Python API, and gives you room to experiment. This section focuses on the production work around it: exporting assets, building reusable tools, and sharing a pipeline with a team.
Blender For Game Artists
The starter kit: units, axes, pivots, and export presets - with a small test asset to check the result in Unreal or Unity.
-> B-02Geometry Nodes For TAs
A practical introduction to procedural modelling in Blender. Fields and attributes explained through building an actual scatter tool an artist could use.
-> B-03The bpy Cookbook
Copy-ready recipes - batch exports, auto-LODs, scene audits, custom properties - with the limitations to check before using them in your pipeline.
->Why Blender For Tech Art
Blender gives you a way to practise modelling, procedural workflows, and Python automation without a licence cost. The exercises on the Start Here path are a useful place to begin. Export work is valuable too: units, axes, naming, and metadata need to agree across applications, and those habits transfer to other DCCs.
Bear in mind that teams use different DCCs for different jobs. Maya is common in character pipelines, and Houdini has its own procedural workflows. Learn one application well, then practise moving a small asset through the tools your team uses.
