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Tag: shading

[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]

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

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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