As a 3D designer, finding the right HDRI map and adjusting it to fit the specific set you’re working on is a constant challenge. Since I often faced this issue, I decided to develop a runtime tool in UE that would allow me to manage my lighting setups through a single interface. This tool lets me add unlimited lights to the HDR map, control them via the equirectangular map preview, blend custom lights with pre-made HDR maps, and, most importantly, visualize the results in real-time within the 3D scene.
One of the key challenges in this project was sourcing high-quality textures for light shapes. Thankfully, AI tools helped me overcome this hurdle. Using SDXL, I was able to create custom light shapes with various exposure levels and merge them into HDR images, resulting in high-quality custom light textures. This has been an enjoyable and challenging project to work on, and I continue to refine and enhance the tool over time.
PIPELINE MANAGER for AUTODESK MAYA
This was undoubtedly one of the most complex tools I’ve ever developed, and it played a crucial role in enabling our team to collaborate seamlessly within the studio, all while staying connected to a local server.
The tool was designed in such a way that multiple users could work on the same project simultaneously without the risk of accidentally overwriting each other's work, which often happens in collaborative environments. Some of the most valuable features included the ability to save scenes incrementally, capture screenshots of the current scene, add detailed notes, and publish assets for animators to reference in their work. Furthermore, it allowed the look development team to update those published assets, and once updated, animators could automatically pull in the latest versions of those assets, ensuring everyone was always on the same page.
In short, this tool saved us an enormous amount of time by streamlining the process of managing the project’s data structure and minimizing the chaos of coordination. Throughout the development of this tool, I also gained a wealth of coding experience, making it one of the most enjoyable and challenging projects I’ve ever taken on.