Unreal Engine, Maya, Blender, Python, Blueprint, MML
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
- Started out as automation for character exporting and validation. Later on the tool expand with many other functionality
- Blender Auto Thumbnail
- The script take lists of objects/assets create cameras, lights, set render settings then iterate and do render of each asset to make nice consistent thumbnails.
- https://gist.github.com/aobond2/7001f51c16f1f7f033c71dbb94597283
- Morph target related automation
- Transfer blendshape between mesh with different topology
- Auto create blendshape from separate Maya file
- Blender various baking automation
- Ambient occlusion, curvature and other map to vertex colour.
- Packing them all to be usable within Unreal.
- https://gist.github.com/aobond2/6823ab471c22cc538ef813d03a3f38c8
- Scripts to make CSV from existing GLB files stored online then construct MML avatar from the newly created CSV.
- More…
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…