Star Wars: Jedi Fallen Order trailer

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News

I’ve been working on various site updates: https everywhere, new theme that works better on mobile devices, and improving old posts with galleries and simpler categories.

Trailer

There’s a new trailer out! A few shots I’ve worked on, also tons of less visible work like setting up look development testbeds, exposure standards, blueprints, helping other artists. There’s been a ton of great people working on this getting a huge amount done in very little time, I can’t wait for the game to be finished.

 

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The Order: 1886

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I was responsible for lighting on the following sections. Combination of baked lightmaps and dynamic lights, dynamic lights tend to look better when possible. Included parallax cubemap and irradiance volumes. All areas include volumes for overrides of exposure, grading, and level transitions. I lit several cinematics but nothing in particular shown here.

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Unreal Groups

Because “Groups” in Unreal are un-intuitive and I want to remember how to use them, here is a simple tutorial on some basic operations

Select Group Actor / Renaming Groups (without selecting Group Members)

  1. Verify “Allow Group Selection” is enabled
  2. R-Click group actor or any member: Groups > Unlock
  3. Select group actor
  4. CTRL+SHIFT+G (disable “Allow Group Selection”)
  5. Deselect all group members individually. This will leave only the group itself selected
  6. Rename the group actor
  7. [Optional] CTRL+SHIFT+G (re-enable “Allow Group Selection”)
  8. [Optional] R-Click group: Groups > Lock

Select Group Members (without selecting Group Actor)

  1. Verify “Allow Group Selection” is enabled
  2. Verify group is Locked
  3. Select any group member (but not the Group Actor)

Add Group Members

  1. Verify “Allow Group Selection” is enabled
  2. Group Locked/Unlocked doesn’t matter
  3. Select existing group actor or any member
  4. CTRL+Select: Add new members to selection
  5. R-Click on new member: Groups > Add to Group

Remove Group Members

Do NOT R-Click the member: Groups > Remove from Group. This will destroy your group because everything is still selected

  1. Verify “Allow Group Selection” is enabled
  2. R-Click group actor or any member: Groups > Unlock Group
  3. Select members for removal only
  4. R-Click any selected: Groups > Remove from Group
  5. [Optional] R-Click group: Groups > Lock

Blender to Unreal FBX + T3D exporter with instancing

Blender: these objects share linked mesh data

Unreal: import one FBX, paste T3D as instances

I wrote a very simple Blender to Unreal exporter because I couldn’t find one that exported scenes to FBX and T3D at the same time. The purpose is to export only unique data to FBX, instead of all object data, this way duplicates (with linked data in blender) are preserved and objects can be pasted in to Unreal after placement was done in Blender. Now I can export a whole scene at once and still benefit from the efficiency of linked data, without needing to reconstruct object placement manually in Unreal.

It’s no Datasmith, but this is all I need for testing and it works with Blender.

Usage:

  1. In Blender:
    1. Select objects to export, run script. (FBX names are based on mesh data names)
    2. Copy (T3D) text from console output to clipboard (Placed instance/object names will be the same in Unreal and Blender)
  2. In Unreal:
    1. Import FBX files
    2. paste (T3D) clipboard

To Do:

  • Convert to exporter addon
  • Options for file output destination, and content path in Unreal
  • Optionally skip either FBX or T3D output
  • Send T3D to clipboard or text file instead of console
  • Optional scale conversion
  • Instanced Static Mesh Component for Array modifier instances.
  • More features for iterative workflow?

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Respawn

After 3 awesome years at High Moon Studios, I’ve decided to seek out new challenges and join the team at Respawn. It’s been an honor to work on both Destiny and Call of Duty franchises, and it certainly will be to work on Star Wars too. I’ll be joining at least one former co-worker and I’ll be much closer to old friends, outdoor adventures, and my career goals. The timing is good and I would happily recommend High Moon as a great place to work. I’m excited for their upcoming adventures too.

In other unsurprising news, I’ll be putting a pause on the Weekly Lighting Challenges. Lately I’ve been focused on technical projects and preparing for my upcoming role. The lighting challenges are fun and I hope to get back to them. I worked on 2 or 3, but only kept 1 posted publicly. “Weekly” was a self-imposed time constraint so that I don’t spend too much time on one instead of moving forward and learning new things. It’s meant to be a positive experience, and if I can post anything I’m happy with or that’s useful which I’ve done in my free time I will.

Weekly Lighting Challenge 01 – Fruit Bowl

News

Hey, it’s been a while. I’d like to start posting some portfolio updates, news, and tips. Also need to go clean up some of the old possibly deprecated posts.

Moving on.

My goal is to go through all the old CGSociety/3DRender.com lighting challenges, and spend roughly a week per project.

First up, fruit

Original discussion. Original gallery. Modeled by Dan Wade

Lighting Challenge 01 – click for full resolution (14MB 3840×2160 png)

I spent a couple evenings last week and I’d like to move on to challenge #2, so here it is.

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R2D2 – work in progress

Blender

Recently I decided to pick up Blender. I’d like to be able to work on projects at home, and I’ve always been a fan of Open Source projects. I decided to start with a modelling project that I could take to film quality, and hopefully a game ready version later.

Blender has some good modelling tools. I really love being able to use edge bevel weights with the bevel modifier, much like QuadChamfer in 3dsMax.

R2D2

Artoo has a lot of good reference and blueprints available as well as a good variety of shapes, so I figured it would be a fun project to start wtih. Modelling is complete, but I’m still finalizing UVs before I get started with shaders.


click images for 2560×3840 (9MB)

More to come