I've finally uploaded my Unrobotic Unreal Engine toolset that I use to develop games and software for Unreal Engine. I've worked on these tools for the past few years but they're tailored to my workflow, so not sure how useful they'll be to anyone. I've posted them just in case they help anyone out there working with Unreal.
You can find full details (including download links, example scenes and UE4 projects and a manual) over on the new page. It's been tested in 3ds Max 9 to 2021, though I can't guarantee it's completely bug free. Keep an eye on the page for any updates or further tutorials and articles.
The toolset includes helpers for 3ds Max that simplifies exporting models, characters and animation into the engine. It also allows basic scene management with import/export functionality between Max and UE4. It also allows you to quickly batch-export and iterate your content quickly.
Feel free to post any feedback or bugs in the comments - I'll be sure to keep an eye on the site and post updates in the future.
31st December 2020
I'm Blake and I like to tinker with things and make stuff. When I'm not programming or developing random systems, I'm playing with electronics, doodling bits of art, 3D modelling or sculpting and painting things or nerding out watching sci-fi or horror TV.
From 2001 I worked in the games industry, eventually specialising in tools to aid in the development of video games and their engines. In 2011 I left the industry and teamed up with a few other talented composers to utilise my knowledge to help build the company 'Spitfire Audio'.
I also periodically compose soundtracks for video-games and have worked on titles such as The Stanley Parable and Portal Knights. You've probably also heard my music in random TV commercials at some point.
Nowadays I tend to utilise Unreal Engine 5. I use a mixture of (mostly) C++ (Visual Studio 2019, Rider) and Blueprints.
I work with Autodesk's 3D Studio Max to generate the art required, and Adobe Photoshop or Paintshop Pro 6 for texturing. I also dabble with Allegorithmic's Substance Designer/Painter and Quixel Mixer for more realistic texturing work.
I tend to generate tools in Python, C++ or NodeJS depending on what's needed.
Audio-wise, I still use Cool Edit Pro and FL Studio to generate sounds and music respectively.