Artist Tools
In Unreal Engine these tools are typically designed to simplify tasks related to level design, asset creation, animation, lighting, and materials. For example tools for modular asset placement, animation blending, material creation and real-time rendering previews. These tools enable artists to work more efficiently and achieve desired visual results within the engine.
In 3ds Max, artist tools extend the functionality of 3ds Max through the use of scripts which provide additional tools and workflows tailored to specific needs of creating technically sounds models for use in a digital twin.
In 3ds Max, artist tools extend the functionality of 3ds Max through the use of scripts which provide additional tools and workflows tailored to specific needs of creating technically sounds models for use in a digital twin.
My Role
My tasks and responsibilities as a technical artist were designing and developing tools for use by 3D artists and level artists in Unreal Engine to create tools such as customizable instances along splines, Unreal to East North Up projection for relocating assets from local to geospatial locations, customizable decal actors with the ability to set two-point anchor scaling, and generating foliage based on photogrammetry. To perform my role my responsibilities included:
- Tool Development:
Design and develop custom tools and workflows within Unreal Engine to enable 3D artists and level artists to create customizable instances along splines. This involves scripting and programming in Unreal Engine's blueprint system or programming languages such as Blueprint, Python, or C++. - Geospatial Asset Relocation:
Implement Unreal to East North Up projection functionality to allow for the relocation of assets from local coordinates to geospatial coordinates. This may involve developing scripts or plugins that convert coordinate systems and align assets accurately within the geospatial context. - Customizable Decals:
Create a system for customizable decal actors in Unreal Engine that allows 3D artists and level artists to set two-point anchor scaling. This includes designing user-friendly interfaces and implementing the necessary functionality to manipulate and scale decals dynamically. - Foliage Generation:
Develop tools and workflows for generating foliage based on photogrammetry data. This may involve scripting or programming to process the data, import the assets into Unreal Engine, and provide options for customization and placement of foliage within the level. - User Interface Design:
Create intuitive and user-friendly interfaces for the developed tools, ensuring that artists can easily understand and use the functionalities. This includes designing UI elements, organizing toolbars and panels, and providing clear instructions or tooltips for tool usage. - Documentation and Training:
Create documentation and instructional materials to guide 3D artists and level artists in using the developed tools effectively. This may include writing user guides, tutorials, and providing demonstrations or training sessions to ensure proper utilization of the tools. - Collaboration and Support:
Collaborate with 3D artists, level artists, and other team members to gather requirements, gather feedback, and iterate on tool functionalities. Provide technical support and assistance to artists using the tools, addressing any issues or challenges that arise during their workflow. - Optimization and Performance:
Ensure that the developed tools and workflows are optimized for performance within Unreal Engine. This may involve profiling and optimizing code, reducing unnecessary calculations, and maintaining efficient resource usage to ensure smooth and efficient tool operation. - Stay Updated with Unreal Engine:
Continuously stay updated with the latest features, updates, and best practices within Unreal Engine. This includes attending workshops, training sessions, or reading documentation to remain knowledgeable about new functionalities that can enhance the developed tools.