This post continues from "In-Engine Deformation for Artists". Using that method of course has it's benefits for artists who wants to manipulate traditionally-modelled geometry directly within the
R&D in Tech Art
Welcome, viewer.
I use this blog to document thoughts and ideas related to tech art in production as well as my thought process in solving various problems.
Topics will be wide-ranging, random and depends on what I am working on at the time of posting!
Enjoy!
Recent posts
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There are a lot of tools for in-engine foliage scattering out there. When I started building my own solution (pre-UE PCG days) artists had a lot of feature requests that went beyond just scattering
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A client had a simple ask — but one that revealed a surprisingly common pain point in many production workflows. Having to deform low-resolution building models in Maya before importing to the game
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I’ve long been fascinated by the idea of game-engine-agnostic tools and pipelines — an ecosystem of interconnected tools that behave consistently across multiple production environments. During



