Improbable (UE5, Pipeline, Tools, VFX)

SUMMARY

  • Supporting the art team with tools, automation, and all things technical.
  • Designed, assisted, planned, and executed pipeline development for modular character creation. From DCC, to web, to Unreal.
  • Developed and extended character tools used by another technical artist/rigger.
  • Various R&D and prototyping from VFX, complex shaders, graphic features, character customization to procedural content generation.
  • Profiling and optimization.
  • Collaborated with engineers, tech designers, artists, and producers on all these efforts.

TOOLS/SCRIPTS (WIP detail will be added) – https://gist.github.com/aobond2

  • Maya Rig Exporter (Tagging system, various validation, naming, export automation, auto thumbnail)
    • Started out as automation for character exporting and validation. Later on the tool expand with many other functionality
      • Rendering thumbnail of each body parts (with consistent lighting, angle and framing)
      • Repathing/finding textures when the Maya files opened on different machine
        • This is important as Improbable use GLB and need the textures properly embedded with the model. Unlike FBX workflow that lots of the texture assigning happen in Unreal.
      • GLTF/GLB exporting (using Babylon exporter API)
      • Limiting bone influence.
      • Connecting to other internal CLI tool within Improbable to automate fixing character/avatar for web viewer.
      • Various bespoke exporting options that relevant to different project within Improbable (NFT traits, etc)
    • https://gist.github.com/aobond2/0a1e73068e28f0a13efb5fd74b3a7ca5
    • QT Designer for UI

VFX + SHADERS (WIP will have more details soon)

  • Enabling and optimising various VFX to run on thousands of real player with good performance
    • Niagara Data Channel, Niagara effect type, data interface
    • Profiling VFX using Unreal Insights and Niagara Debugger
  • Hands on Niagara VFX creation
    • Hype Meter
    • Various Niagara VFX (Will expand on this more)
  • Collaborating with engineers and technical designer on implementation and optimisation
  • Fullscreen postprocessing fx
  • More…