tech – Hannes Delbeke http://hannesdelbeke.com Technical Artist Mon, 10 Sep 2018 21:14:18 +0000 en-US hourly 1 https://wordpress.org/?v=5.2.5 Level-design pipeline http://hannesdelbeke.com/portfolio/level-design-pipeline/ Sun, 02 Sep 2018 22:23:17 +0000 http://hannesdelbeke.com/?post_type=jetpack-portfolio&p=412 Level-design pipeline

One of my achievements at Freejam was the development of a new pipeline for creating levels, allowing for quicker gameplay iterations.
I was in charge of the complete development process and reported to the Creative Director.

The problem

The previous pipeline required artists to edit and paint the terrain by hand when updating levels. This time consuming process blocked the game-designers and reduced available development iterations. It also made it difficult to quickly try out a new idea since the designers had to rely on the artists.

The solution

The new pipeline gives the control to the designers, without any dependency on artists. Gameplay and art can now also be worked on simultaneously, freeing up time for both art and design, resulting in a much better map on release.

The process

  1. The game designers block out a whitebox and test it with the QA team.
  2. The whitebox is imported in Worldmachine
  3. Create a 2D-mask for the gameplay areas to give level-designers exact control over the playable area.
  4. Draw splines for roads and landmarks, this will be used during the texturing pass.
  5. Run our custom node-setup to enhance the visual look of the terrain and generate textures.
  6. The final output is a heightmap and splatmap, which we input in Unity’s terrain.

Sketchfab tutorial

After developing Robocrafts leveldesign-pipeline in WorldMachine , I published a “intro to WorldMachine” for Sketchfab which can be seen HERE. This is a tutorial that shows you how to create a simplified version of our in-house pipeline.

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Advanced Bend Modifier http://hannesdelbeke.com/portfolio/script3/ Fri, 06 Jul 2018 22:42:18 +0000 https://hannesdelbeke.com/wp/?post_type=jetpack-portfolio&p=202 A maxscript that gives the user more control over the bend modifier.
The width after applying the bend modifier is not predictable, so when assets need to snap on a grid this is a hassle.
This script lets the user input a width and adjusts the bendmodifier to get the correct result.

features:

– uses smart snap to snap to a custom grid
– easily choose angle and direction
– apply new bend modifier with correct offset
– auto update current bendmodifier with selected settings
– realtime update of all settings!
– support for all 4 directions and 4 angles (90 180 270 360)
– choose your final width
– modify multiple selections at same time
– snap position to grid

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Explode Baker http://hannesdelbeke.com/portfolio/script2/ Thu, 05 Jul 2018 18:21:38 +0000 https://hannesdelbeke.com/wp/?post_type=jetpack-portfolio&p=68 This script explodes a lowpoly mesh and makes sure that all high poly parts follow along.
Usefull when working on advanced hardsurfaces meshes with multiple parts.

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Angle weighted normals http://hannesdelbeke.com/portfolio/script1/ Wed, 04 Jul 2018 23:41:24 +0000 https://hannesdelbeke.com/wp/?post_type=jetpack-portfolio&p=42 A script that snaps the mesh normals to 90 degrees, achieving hard surface effects similar to sub D modeling but with less triangles.

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DesaturateLights http://hannesdelbeke.com/portfolio/desat/ Sat, 10 Sep 2016 21:06:25 +0000 http://hannesdelbeke.com/?post_type=jetpack-portfolio&p=415 C# – Unity
A tool to desaturate and tint lights in Unity.
Great to select multiple lights and reduce saturation a bit, or make them all a bit warmer or colder.

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Mud demon rig http://hannesdelbeke.com/portfolio/mud-demon-rig/ Wed, 08 Jul 2015 12:19:23 +0000 https://hannesdelbeke.com/wp/?post_type=jetpack-portfolio&p=309 A rig for a mud demon from the movie Riddick.

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cyclops rig http://hannesdelbeke.com/portfolio/cyclops-rig/ Wed, 08 Jul 2015 12:18:20 +0000 https://hannesdelbeke.com/wp/?post_type=jetpack-portfolio&p=308 A rig for the cyclops machine from the movie Riddick

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Knight rig http://hannesdelbeke.com/portfolio/knight-rig/ Wed, 08 Jul 2015 09:32:38 +0000 https://hannesdelbeke.com/wp/?post_type=jetpack-portfolio&p=272

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Fire Boss Minion http://hannesdelbeke.com/portfolio/fire-boss-minion/ Tue, 07 Jul 2015 11:52:06 +0000 https://hannesdelbeke.com/wp/?post_type=jetpack-portfolio&p=306 A small character I made based on minions. This was modeled, textured and rigged in 2 days.

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Localized screenshot exporter http://hannesdelbeke.com/portfolio/localized-screenshot-exporter/ Tue, 08 Jul 2014 20:02:14 +0000 https://hannesdelbeke.com/wp/?post_type=jetpack-portfolio&p=324 When I worked at The Gamebakers we needed to export localized marketing screenshots.
There were 10 screenshots, in 10 languages, and 7 resolutions (for different devices)
10*10*7 = 700
At slightly under 1 minute per screenshot this took a few days when done by hand.
I created a Photoshop script that automated 90% of the pipeline, resulting in less than an hour of work to export all screenshots.
Now we only had to go trough the localisation layers in Photoshop and make sure they followed the naming convention, and then click export.

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