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Category: blueprints

[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 January 202110 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

Creating Northern Lights in UE4

5 April 201713 November 2019Leave a comment

Some time ago I got a job request about the creation of a "northern lights procedural building tool" in Unreal Engine 4. I was asked to create a shader to simulate different kinds of northern lights and a system to create them with splines inside the editor. After some researching I found an interesting way … Continue reading Creating Northern Lights in UE4

Iacopo Antonelli

Senior Technical Artist: Animation Pipeline @ Rockstar Games.

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

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

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

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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

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