Skip to content

Technical Art tips and tutorial

  • Home
  • Works
  • Contacts

[Maya-Python]UV Pivot Tool [Part 1]

9 November 20189 November 2018Leave a comment

Hello! I started working on a tool for Maya that will store positions into vertices UVs. If you think "what's it for?" well, you could use it for a lot of shader operations in game engines, especially vertex shader operations. I will show something using this when it's finished. This article will go through the … Continue reading [Maya-Python]UV Pivot Tool [Part 1]

Python text texture generator

6 May 2018Leave a comment

Hello there! Today I want to share with you a python script I wrote to generate random text textures! It's not for sure the best method to achieve this result, but it was funny to make (it's also pretty fast to execute.) I inserted some comments in the code to make it easy to understand … Continue reading Python text texture generator

[UE4] Editor raytracing for roof detection

30 July 201730 July 2017Leave a comment

Hi guys, I made a blueprint which I found useful to execute some automatic procedures with objects that are placed under a roof. This can be useful during an open world production where you have tons of objects and you don't want to rely on manual control on each of them. In a production situation, … Continue reading [UE4] Editor raytracing for roof detection

‘Die Young’: UE4 Open World creation and optimization

4 June 201715 July 20183 Comments

I decided to make this article to help anyone that wants to start walking on the "Open World on Unreal Engine 4" path. The engine version used at the time of this article was 4.16, so some stuff could be deprecated or could have new tech support 🙂 This has been a great adventure, with … Continue reading ‘Die Young’: UE4 Open World creation and optimization

Project Kyro: basic optimization and VFX for a VR game

1 June 20171 June 2017Leave a comment

  Some time ago I was asked to work on a really cool VR project as Technical Artist and VFX Artist. The game, in this first production phase, was about fighting against another player in an arena with magic spells in a cool Harry Potter style, using your hands and your voice. The images that … Continue reading Project Kyro: basic optimization and VFX for a VR game

[Maya – Python] Transfer Attributes sequentially with UI

19 May 20175 June 2017Leave a comment

Hi guys, today I would like to share with you a script that I found useful in many situations, for instance when you model a mesh and start placing all over the scene, remembering just in the end that you didn't have UVs on that. We can solve this problem using the Transfer Attribute tool, … Continue reading [Maya – Python] Transfer Attributes sequentially with UI

How to iterate atlas textures in UE4

22 April 201713 June 2017Leave a comment

Some days ago, I needed to find a way to iterate through an atlas of textures in a UE4 material: I wanted to apply this to some decals that I was spawning always together. So I setup this material which allows me to iterate through an atlas and pick a texture from it, and I … Continue reading How to iterate atlas textures in UE4

Posts navigation

Older posts

Iacopo Antonelli

Senior Technical Artist @ Ubisoft Reflections, working on The Division 2.

Former Lead Artist & Technical Artist at Indiegala, working on the open world dynamic survival Die Young.

Previously worked on Blockstorm, for Indiegala, and several AR and VR projects for V-Rez, Crisma, Bioetika.

Search

Featured Posts

  • [Maya-Python]UV Pivot Tool [Part 1] 9 November 2018
  • Python text texture generator 6 May 2018
  • [UE4] Editor raytracing for roof detection 30 July 2017

Archive

  • November 2018 (1)
  • May 2018 (1)
  • July 2017 (1)
  • June 2017 (2)
  • May 2017 (1)
  • April 2017 (3)
  • March 2017 (1)

Categories

  • blueprints
  • maya
  • optimization
  • python
  • scripting
  • Senza categoria
  • shading
  • vfx
  • Facebook
  • Artstation Profile
  • Twitter
  • Dribbble
WordPress.com.
WordPress.com.
Cancel