NAMBUK ENG – ArchViz & Company Identity

Archiz Render for Communication purpose and Design for Company Identity.

http://www.nambukeng.co.kr/

Used MODO, Illustrator and After Effect during the production.

HOLOLENS AR – CNC – Learning Project

This project was done for AR learning purpose, runing under Microsoft Hololens via Unity, for KoreaTech University.

http://www.koreatech.ac.kr/eng.do

No more injuries or expensive mechanical reparation now with this all in one Training program.

Used MODO, Illustrator and Substance Designer during the production.

SEOSENGPO VR Project – Art Dump

This a VR (PC) and AR (Mobile) project to reproduce the medieval citadel of  서생포왜성 (SEOSENGPO), running under Unity for the Cultural Preservation Museum.

Used MODO, Substance Designer, Rizom UV along with ZBrush during the production.

 

ONYEONG VR Project – Art Dump

This a VR (PC) and AR (Mobile) project to reproduce the medieval citadel of  울주언양읍성 (Onyeong), running under Unity for the Cultural Preservation Museum.

EUNYONGOBSEUM_2018_08_24_21

Used MODO, Substance Designer, Rizom UV along with ZBrush during the production.

 

EUNYONGOBSEUM_2018_08_24_01

 

SMO GAME CONTENT Kit – 3rd – Improving Workflow.

Improving Workflow via Pie Menus, Macro and Scripts.

Master Pie Menu to get the most accessed command. Click on This link to view it at full size.

Main_ToolPie

  • Centers
  • Direct Boolean operation
  • Meshops
  • Direct Modeling Scripts to cleanup Edge and Elements
  • Poly Selection Scripts
  • Viewport Display Options
  • Shadow Catcher on Demand

The Main Pie Menu have a bunch of hotkey to call them directly.

Lire la suite

SMO GAME CONTENT Kit – 2nd – Understanding how Modo works under the hood.

Understanding how Modo works, in order to tame it easily.

A bunch of multiple Externalized Config file with comments and stuff to modify it, to your own Needs:

  • Preferences
  • Keymap
  • Keymap for GamePad (Belkin Nostromo N52)
  • Viewport Color Scheme
  • Color IO Management
  • FBX Presets (for all your exports to Substance / Unity / Zbrush and so on)
  • 2 Customized Layouts for your 2nd Monitor (Modeling and UV Advanced Tools)
  • Pref Example for Network Rendering
  • Tools Properties Keymap

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SMO GAME CONTENT Kit – 1st – MeshOps Workflow for All.

Improving the Procedural MeshOps integration to your pipeline.

One big part of the key features in the kit is in the Meshop part of it, that is filled up with a bunch of scripts to help you work faster on an iterative process.

It lets you build kitbash of meshes as FBX or MeshPreset as LXL file, like in this video.

It also lets you load every FBX Data to show those Meshes as Inline or 2D or 3D Array that you can then renders as Asset library board.

https://youtu.be/p7dOpS9lEzw 


It includes Vertex Normals set, MikkTangentSpace map, UVs and Materials, it preserve the smoothness to have an issue free pipeline.

For instance:
It took me just 3 different MeshOp Rig scene to create this set of about 300 types of Prefabs. The maximum load in Modo was at about 11 Gb Memory load when i’ve exported the biggest rig along 180 Frames.

 

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