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Tech Art:
Ready Co-dev Solutions

We will develop any product you need to get the job done!

Helps to streamline asset exchange processes between the Art team and partners.

  • Asset collection according to specific guidelines
  • Asset packaging into archives
  • Archives naming

QuickSubmit

Automatically verifies 3D scenes and geometry. Allows easy customization for different requirements.

  • Simple to complex custom filters
  • Editable presets
  • Detailed reports
  • Data collection
  • Automatic bug-fixing
  • Batch export

Squid Validator

Toolkit

  • Automatic toolset updates
  • Quick installation of scripts, brushes and plugins
  • Asset database with convenient access

This multifunctional platform provides access to the existing catalog of assets and scripts within the studio.

  • Easy file management
  • Routine tasks optimization

Designed for Artists and Team Leads to optimize their interaction with Perforce.

PACKER

Our tools

Designed for artists, and helps to speed up manual LOD geometry creation.

It’s especially useful in cases when it is crucial to maintain the original shading.

Flash LOD

Enables the transfer of custom geometry objects (decals) from 3dsMax to Unreal Engine.

  • Decals automatic transfer
  • Quick materials reassignment to decals
  • Decal offset tweaking

Decal transfer

Do you still spend a lot of time on broken solutions?
Contact us and we will help you optimize and speed up your work.

We create, test, and optimize workflows to ensure efficiency and scalability.

Building, Testing, and Optimizing Technical Pipelines

We work with game engines like Unreal Engine, Unity, and proprietary engines to develop prototypes and tools that streamline production.

Prototyping and Tool Development in Engines

We ensure that assets meet performance standards and resolve any technical issues that arise.

Asset Performance and Validation Support

We handle the creation and optimization of shaders to enhance visual quality and performance.

Shader Development

Our services

We develop various scripts and tools, from desktop applications to scripts for popular DCC packages like Maya, 3ds Max, Blender.

Creating Scripts and Tools

Our cases

CrazyRen

CrazyRenamer

Case #2:

CrazyRenamer

Case #2:

Problem:

In the project, detailed collisions are created using primitives, and each primitive must be named according to its shape (box, cylinder, capsule, sphere, convex). Since there are often many objects, it takes a lot of time to manually rename them.

Thus, a request was made for a tool that would automatically detect the type of collision for all objects in the scene and apply the correct naming convention.

Solution:

Our team developed a tool for renaming objects based on predefined regular expressions.

For different collision types, artists can specify their own “suffix,” and the name format can be set in a special field (e.g., col_{BASE}_{TYPE}.{NUM}). As a result, after selecting all the objects and clicking the “rename” button, the names are updated accordingly.

Nanite

Nanite Optimizer

Case #3:

Nanite Optimizer

Case #3:

Problem:

The project we are working on is transitioning to Nanite technology, which often requires the use of tools for automatic polygon reduction (such as Decimation Master in ZBrush). However, after reduction, the models often contain various “problematic” polygons (inverted triangles, overly thin or stretched polygons, etc.), which have to be identified and fixed manually.

This led to the need for a tool that can automatically identify “broken” polygons and, ideally, fix them immediately.

Solution:

The solution was an add-on (Nanite Optimizer) that allows to identify decimation artifacts based on specific parameters (such as creases, long thin triangles, or triangles with near-zero area). Additionally, the add-on can fix some of these issues automatically, which can significantly speed up the cleanup process for large-scale models.

Soft/Hard

Soft/Hard Edge Recovery

Case #1:

Soft/Hard Edge Recovery

Case #1:

Problem:

In one of the projects, final models had to be assembled in Maya. However, since each artist worked in their preferred software (such as Blender or 3ds Max) and only after that transferred everything to Maya, it became problematic to make changes to geometry and shading in the final scene (due to missing soft/hard edges and locked normals).

This led to a request for a “button” that would restore soft/hard edges on models and preserve the configured shading if the artist had previously adjusted normals manually (which is especially important for mid-poly models).

Solution:

The tech art team developed a script that restores soft/hard edges in Maya based on the shading, in cases where normals were locked.

By default, the script preserves the model's original shading (e.g., if it was set manually in another software). However, the user can unlock or edit any vertex normals if they wish to adjust the shading.

Importantly, this script allows to “restore” models even with very high polycount (e.g., models for Nanites) in a reasonable time. Processing takes from a few seconds to a couple of minutes, even for very complex models.

In one of the projects, final models had to be assembled in Maya. However, since each artist worked in their preferred software (such as Blender or 3ds Max) and only after that transferred everything to Maya, it became problematic to make changes to geometry and shading in the final scene (due to missing soft/hard edges and locked normals).

This led to a request for a “button” that would restore soft/hard edges on models and preserve the configured shading if the artist had previously adjusted normals manually (which is especially important for mid-poly models).

The tech art team developed a script that restores soft/hard edges in Maya based on the shading, in cases where normals were locked.

By default, the script preserves the model's original shading (e.g., if it was set manually in another software). However, the user can unlock or edit any vertex normals if they wish to adjust the shading.

Importantly, this script allows to “restore” models even with very high polycount (e.g., models for Nanites) in a reasonable time. Processing takes from a few seconds to a couple of minutes, even for very complex models.

In the project, detailed collisions are created using primitives, and each primitive must be named according to its shape (box, cylinder, capsule, sphere, convex). Since there are often many objects, it takes a lot of time to manually rename them.

Thus, a request was made for a tool that would automatically detect the type of collision for all objects in the scene and apply the correct naming convention.

Solution:

Our team developed a tool for renaming objects based on predefined regular expressions.

For different collision types, artists can specify their own “suffix,” and the name format can be set in a special field (e.g., col_{BASE}_{TYPE}.{NUM}). As a result, after selecting all the objects and clicking the “rename” button, the names are updated accordingly.

The project we are working on is transitioning to Nanite technology, which often requires the use of tools for automatic polygon reduction (such as Decimation Master in ZBrush). However, after reduction, the models often contain various “problematic” polygons (inverted triangles, overly thin or stretched polygons, etc.), which have to be identified and fixed manually.

This led to the need for a tool that can automatically identify “broken” polygons and, ideally, fix them immediately.

The solution was an add-on (Nanite Optimizer) that allows to identify decimation artifacts based on specific parameters (such as creases, long thin triangles, or triangles with near-zero area).

Additionally, the add-on can fix some of these issues automatically, which can significantly speed up the cleanup process for large-scale models.

What is the process?

Share your problem with us

1

2

We will find suitable solution

Develop your product

3

Help your team to implement

4

unity
ironsource
android studio
unreal engine
teamcity
testrail
jenkins
autodesk maya
tapjoy

Our expertise in tools and platforms

android studio
3D concept art

To learn more about us, request personalized portfolio, or just have a chat, feel free to contact us via the form.

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