Automating UDIM Texture Export from Faceform Wrap with Python

I’ve been using Faceform Wrap for a couple of years (formerly R3DS Wrap), and it handles texture conversions beautifully. While it can handle UDIMs natively, it’s a little cumbersome having to change the texture for each tile before export manually. Thankfully there’s a better way, and my man Brian found out how to do it …

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Multi Camera Rendering in Unreal Engine

I’ve been puzzling over the best way to render out multiple camera sequences from Unreal Engine. This is useful if you had a switched camera cut track for preview purposes in your project, but would like additional post production effects to be applied during editing (say dissolves or wipes between cameras). By default, Unreal Engine …

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How to fix un-deletable empty folders in Unreal Engine

When you move objects around in your content browser for re-organisation, you may end up with empty folders that you want to delete. However, often times Unreal Engine comes up with a message telling you that the folder is NOT empty, and all kinds of terrible things would happen when you delete it anyway. Here’s …

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Using non-linear Animations in Unreal Engine

Imagine you’ve animated an object with keyframes as part of a Level Sequence, and now you want to have multiple copies of that object doing the same thing. Like the cube in the above GIF. Unreal Engine has a quasi non-linear animation feature we can use that lets us queue a sequence from another sequence. …

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Baking Normal Detail into a high-res mesh with Blender

I was wondering if we could bake normal detail into the 3D mesh, for either printing or further refinement during sculpting or whatnot. Turns out Blender has a relatively easy way to make it happen, although the process is not without flaws (after all, normal maps are rendering fake rather than an archival data storage …

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How to fix Sequencer References in Unreal Engine

Sometimes, and despite out best efforts, or as a result of copy/paste actions, actor references in Level Sequences can break. Anything that may have been tracked and properly working last time is shown in white (like the audio above), while things that have broken references are shown in red. It’s annoying when this happens, but …

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