My name is Julien Blervaque, I design tools and user interfaces for inhouse software we use at Ubisoft Motion Pictures. On my spare time I also develop scripts and graphics resources for real time environments, as I used to do as a Graphics Technical Director on video game productions. You will find some of them on this website. I hope they can help you in some ways.

 

 

Appart from my main job I regularly have the opportunity to work on VR projects. This new media is just incredible! We designed and developped several projects on Unity and Unreal Engine for Oculus Rift, HTC Vive and Samsung Gear.


 

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Quickly generate the topology maps of your 3D objects as well as a ready-to-use Substance file referencing them.
This script is a "render to texture" like graphic interface that uses the Substance Batch Tools to bake the maps defining the topology of a mesh in just a few clicks.
Updated! Version 1.x uses Batch Tools 6 and can output maps with different values for width and height!
Version:
1.0
Released:
2017/04/06
2015, 2016, 2017
3dsMax:
 

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Link to script article

Ever wanted to create easy-to-manage easy-to-deploy robust scripts? WkDevTool is for you!

This tool is a production-proof development framework and environment for Maxscript development. It covers all the aspects of the development, from start to end, and facilitate maintenance, deployement and user support.

Version:
3.53 Beta
Released:
2017/04/05
2015, 2016, 2017
3dsMax:
 

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Plug names play a key role in the usability of a graph and in the way it can be connected to other nodes or even used in Painter. And finding the right name is not easy...

Fortunately some naming conventions exist in Substance Designer. Here they are.

 
Version:
1.0
Released:22/12/2016
Substance Designer:5.4 and higher
 

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... Or how to build and check functions in Substance Designer!
With WkFunctionDrawer you can visualize the curve of your functions. This is a great and easy to use tool that will save you a lot of time.
 
New in version 2: Use your own custom keyframe curves with WkGradientDrawer!!
Version:
2.0
Released:08/03/2016
Substance Designer:5.4 and higher
 

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Not so easy to find the right function for a pattern or an animation in a shader... Until now!
With WkFunctionDrawer you can visualize the curve of your functions. All you have to do is to import the WkFunctionDrawer function node into your shader and plug them.
Version 2.1 is faster to compile, simpler to use and comes with function examples.
Version:
2.1
Released:2015/11/18
UE4:4.10
 

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How many times do you ask yourself what is the value of a plug when you build a shader?
WkDrawValue is a shading tool that allow you to display the value of many kinds of connections.
Version:
1.0
Released:2015/11/05
UE4:4.9
 

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Need to keep an eye on distances and dimensions in your maps?
WkMeasureTools is a set of rulers and graphics elements useable to get various measures and distances in the editor or at runtime.
Version:
1.1
Released:2015/07/22
UE4:4.8
 

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Graphics software made their own chose regarding to the axis orientation of the 3D world they offer.

Here is a synthesis of these choices.

 

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Tips and links about the use of functions in a graphics environment.
Among other things you will find here some useful software ot visualize functions, some explaination about how to control them to get the result you need and many examples very convenient in production.
 

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Conventions and axis orientation used by various applications for tangent space normal maps.

 

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You are between 8 and 16 years old and you want to start learning programming in a funny way? These links are for you!

 

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Every software feature will be, at a point, in the hand of users.

In this presentation I introduce a set of guidelines for developers and TDs to help them provide well-balance features to users, in other words features that will do not only what they have to do but will also be robust, intuitive and consistent with the application.

This article is about what you necessarily need to have in mind when you want to build production-proof features. The how to is a whole topic by itself and it is not covered here.

 

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