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  • Writer's pictureStephen Andri

Technical Art Examples at Rotor Studios

Toyota / Lexus Configurator

While working at Rotor I was on the Technical Art team working on the implementation of assets from clients ( setting up Maya files for export and tooling) and into Unreal Engine.



Part of my role was setting up JSON files for data validation with in-game assets to read Trim options. This allowed engineers to implement a front end to control unreal through webhooks using the data.


Tri-Planar Script

There are no existing examples to show due to company IP

but I had made a TriPlanar Python script in Maya that would create 2 tri-planar projections with enough variance on 45deg angles. This allowed for a buffer zone to mask the seams. The first UV shells had vert-tinted edges with a falloff for the Unreal shader to use blending out seams if they were bad enough (indicator handles were notorious) this allowed us to control when we wanted this effect and how intense it was.


Niagara Particles (with built Houdini function)

Houdini Function built by someone else but allowed for radial control of paricle pieces

Built Niagara particle systems to display dynamic car features like, Qi Charging \ Pre Collision \ heated seat as seen below. Some FX that I no longer have would be features like aeroDynamics


Dispay of Niagara effects showing a Qi charger
The Niagara FX for the Qi Charger

Some aspects of the FX were building offset rings for the desired patterns, enough to fill the region. Once I had the base template I wanted, it became a process of building a timeline for the particles for when they trigger and when they die, allowing for a pulse effect



Pre-Coliision Detection + Shader for the human
Pre-Coliision Detection + Shader for the human

This effect was quite simple as we had the ability to take the points and make ribbons for the particles, once figured out I was easily able to build a solid ring and affect the transforms to have it push in a direction. A quick touch on the blue shader we had an issue with the rear limbs rendering through the body, I investigated custom stencil buffer and "faux" translucency options to get the desired effect.


Custom Material for Tri-Planar Volume Decal

Front and Rear Heated Seats
Front and Rear Heated Seats

This effect was made using decals and a custom shader for a tri-Planar Box Decal meaning we could place the volume and control the falloff of the edges. Something not displayed here is the heated seats were an L and R option and I had to add function calls from the front end to split visibility of each one.




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