Description
Various different technical art tools created for different pipelines.
Unreal Engine 4 Scatter Tool Blueprint
Images to Mask Tool
Maya Custom Array Tool
There are definitely places where I believe they could be improved. The scatter tool could be more robust and give more custom options, the image to mask tool could support more file types, and the Maya tool could update in real time.
My Role
I was the sole designer and programmer of all these tools.
Technologies
Python (Python Imaging Library, Tkinter)
Unreal Engine Blueprints
PyMel
UE4 Scatter Tool
This is a tool used to randomly scatter static meshes in a defined area in Unreal Engine 4.
The tool was made to be as generic as possible so that artists can use it in many different scenarios. Documentation Here.
Key Points:
Snapping objects to surfaces in any direction
Orient objects to the normal of the surface they are on
Choose between either (1) unseeded or (2) seeded random placement, scale, and meshes
Clustering meshes towards the center of the group
Can make meshes lower in scale the further from the center of the placement/spawn area
Set minimum and maximum scale
Set how many meshes to spawn
3D Spawn area editable on all dimensions
Ability to avoid spawning in other scene meshes
Tooltips for all exposed variables
Clean readable documented blueprints broken down into separate functions
Images to Mask Tool
This is a tool used to merge masks together into a single texture. It was made using Python and the Tkinter and PIL modules.
Documentation Here.
Key Points:
PNG and JPEG exports
Single or Multi-Channel exports
Standalone executable
Image previews
OS File Dialogs
Documentation
Thoroughly commented source code
Custom Maya Array Tool
This tool was created to populate a specified line with meshes at equally placed intervals (i.e. paper lanterns hanging across poles).
Documentation Here.
Key Points:
Can specify how many meshes to place along the line
Can specify the start and end point of a line
Can specify an offset to the start/end position
Can make the meshes sag along the line (towards the middle).
A Vector3 class was created within the source code (no import needed).
Ability to select a mesh to be placed along the line.
Commented and documented code.