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.
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!
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.
When a new release of Substance Designer comes out and modifies the structure of the .sbs file format you get a popup message everytime you open a Substance file in Substance Designer that has not yet been saved with this version. This becomes pretty annoying when working with big libraries.
Thanks to WkSBSUpdateDir it is now very simple and fast to update a whole project in one time.
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.
Tips and links about the use of functions in a graphics environment.
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.