EXIL Dev-blog 9 : Going to the Unreal Engine 4

A bit of time passed since my last dev-blog post (I feel like I’m coming back from the graveyard, my last dev-blog was one year ago). It’s not that I didn’t wanted to give more updates, unfortunately my school became very overwhelming, same case for some other projects. I still kept working on Exil here and there, but often not very focused. Most of the time it was for minor features. Those following me on Twitter had the chance toRead more

Why Tomb Raider doesn’t work

This blog post is a personal review about the last Tomb Raider game, which came out the 5 march 2013. It contains no spoiler about the story. Before talking about the game, I would like to be sure that everybody reading this understand my initial point of view. I don’t see myself neither as a casual gamer or an hardcore gamer, I’m between these two states. I have done some Tomb Raider games before (Legend, Anniversary and Underworld for example),Read more

xNormal 3.18.3 : Offset mesh tutorial

A few weeks ago I asked the integration of a feature in xNormal : the ability to offset an High-poly mesh during a bake to avoid intersections. Before that, xNormal was able to reduce the intersections artifacts by using an anti-aliasing setting, however this setting increase a lot the render time (the computation is logarithmic). There is also the solution to bake one piece at time, but this process multiply the number of textures that you have to bake andRead more

[maya] froRetopo 3.5 : a fast and easy retopology tool

I’m releasing today a script that I was working on since a very long time (1 or 2 years). I got a little boost in the development with the help of Chris Cunningham (aka Passerby). I started this script because I was looking for a good retopolgy tool that I never found. The problem when using an external app for the retopology is that you don’t get all the power of your classic 3D software when you need it, andRead more

EXIL Dev-blog 8 : Logo and a skeleton

Dev-blog of April, it will be short unfortunately (next month will probably be a small update too), mostly because of the FBX bug I meet these last days. It slowed down a lot my “production”. If you want more details on this bug, I wrote a detailed post about it here. I also spend a bit of time on updating my Maya scripts (mostly my retopolgy tools) because they really needed it. Skeleton I worked on an other part ofRead more

*UPDATED* | FBX exporter for UDK (Maya to Blender fix)

**UPDATE** This post was updated the 15 August 2013. When UDK imports any FBX it tries to find any smoothing group. With Maya there is no smoothing groups but the FBX exporter is in charge to make them. Smoothing group while defined by faces in any softwares supporting this system are stored per vertex from what I know. In Maya there is multiple ways to manipulate normals, the most commons are : -Set to Face/Average normals or -Harden/Soften edge normalsRead more