<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Jesses Tech Art Folio</title><link>https://jolchawa.site/</link><description>Recent content on Jesses Tech Art Folio</description><generator>Hugo</generator><language>en-us</language><lastBuildDate>Fri, 18 Sep 2026 00:00:00 +0000</lastBuildDate><atom:link href="https://jolchawa.site/index.xml" rel="self" type="application/rss+xml"/><item><title>Texture Utility Tool</title><link>https://jolchawa.site/projects/texture-tool/</link><pubDate>Fri, 18 Sep 2026 00:00:00 +0000</pubDate><guid>https://jolchawa.site/projects/texture-tool/</guid><description>&lt;p&gt;&lt;img src="texture_tool_banner.webp" alt="texture tool banner" class="img-responsive"&gt; &lt;/p&gt;&#10;&lt;p&gt;&lt;strong&gt;Tags:&lt;/strong&gt; Scripted Tool, Texturing, Batch, Optimisation&lt;br&gt;&#10;&lt;strong&gt;Software:&lt;/strong&gt; Python&lt;br&gt;&#10;&lt;strong&gt;Project Total Time:&lt;/strong&gt; 3 weeks&lt;/p&gt;&#10;&lt;hr&gt;&#10;&lt;h1 id="the-problem"&gt;The Problem&lt;/h1&gt; &#13;&#10;&lt;p&gt;Working as a freelancer and lecturer, I&amp;rsquo;ve found artists are constantly needing to work with a large volume of PBR textures or image files at a time which can waste a lot of time doing repetitive tasks to fix these files. Frequently artits need to change the scale, converting the file type, pack channels, converting normals/ao and create atlases to save on space. This tool can do all those operations and even convert key files such as normal maps and channel packs from Unreal Engine to Unity formats natively.&lt;/p&gt;</description></item><item><title>New Site Update!</title><link>https://jolchawa.site/blog/new-site-update/</link><pubDate>Thu, 17 Sep 2026 11:26:33 +0100</pubDate><guid>https://jolchawa.site/blog/new-site-update/</guid><description>&lt;p&gt;I talk about the new site overhaul into HTML using Hugo!&lt;/p&gt;</description></item><item><title>House Generator Tool</title><link>https://jolchawa.site/projects/building-generator-tool/</link><pubDate>Thu, 17 Sep 2026 00:00:00 +0000</pubDate><guid>https://jolchawa.site/projects/building-generator-tool/</guid><description>&lt;p&gt;&lt;img src="welcome-banner.webp" alt="welcome banner" class="img-responsive"&gt; &#10;&lt;strong&gt;Tags:&lt;/strong&gt; Procedural Mesh, HLSL&lt;br&gt;&#10;&lt;strong&gt;Software:&lt;/strong&gt; Houdini, Unreal Engine&#10;&lt;strong&gt;Project Total Time:&lt;/strong&gt; 5 weeks total (off and on part time)&#10;&lt;div class="status-banner"&gt;&#10; &lt;span&gt;This project page is still being constructed.&lt;/span&gt;&#10;&lt;/div&gt;&lt;/p&gt;&#10;&lt;hr&gt;&#10;&lt;h1 id="the-problem"&gt;The Problem&lt;/h1&gt; &#13;&#10;&lt;p&gt;Building variant houses and large strucures can take a lot of time to setup and even further time to change out pieces or randomise values to make the building standout from those around it. I needed a building tool as I was preparing a large modular kit, the tool needed to be able to handle a adjustable kit and provide a lot of customizability for internal values on shaders.&lt;/p&gt;</description></item><item><title>Sky Island Generator</title><link>https://jolchawa.site/projects/houdini-sky-islands/</link><pubDate>Wed, 16 Sep 2026 00:00:00 +0000</pubDate><guid>https://jolchawa.site/projects/houdini-sky-islands/</guid><description>&lt;p&gt;&lt;img src="sky_island_banner.png" alt="sky island banner" class="img-responsive"&gt; &#10;&lt;strong&gt;Tags:&lt;/strong&gt; Procedural Mesh&lt;br&gt;&#10;&lt;strong&gt;Software:&lt;/strong&gt; Houdini, Unreal Engine&#10;&lt;strong&gt;Project Total Time:&lt;/strong&gt; 2 weeks&lt;/p&gt;&#10;&lt;hr&gt;&#10;&lt;h1 id="the-problem"&gt;The Problem&lt;/h1&gt; &#13;&#10;&lt;p&gt;When working on my latest seasonal shaders, I found it difficult to display how they worked without stress testing them on a variety of topology. Using Legend of Zelda; Tears of the Kingdom as my greatest inspiration, I took to making a sky island generator that can easily procedurally create a variety of islands quickly with seed values.&lt;/p&gt;</description></item><item><title>Shader Musuem</title><link>https://jolchawa.site/projects/shader-museum/</link><pubDate>Thu, 16 Jul 2026 00:00:00 +0000</pubDate><guid>https://jolchawa.site/projects/shader-museum/</guid><description>&lt;p&gt;&lt;img src="banner2.webp" alt="texture tool banner" class="img-responsive"&gt; &lt;/p&gt;&#10;&lt;p&gt;&lt;strong&gt;Tags:&lt;/strong&gt; Shaders, Seasonal Effects&lt;br&gt;&#10;&lt;strong&gt;Software:&lt;/strong&gt; Unreal Engine&lt;br&gt;&#10;&lt;strong&gt;Project Total Time:&lt;/strong&gt; 2 weeks&lt;/p&gt;&#10;&lt;hr&gt;&#10;&lt;h1 id="the-problem"&gt;The Problem&lt;/h1&gt; &#13;&#10;&lt;p&gt;For teaching purposes I needed to create a level where a bunch of easy to adjust shaders could be found for students to experiment with, primarily for enviroment artists. This evolved into a &amp;ldquo;museum&amp;rdquo; space for easier display and walkthrough using game view.&lt;/p&gt;&#10;&lt;h1 id="how-i-made-it"&gt;How I Made It&lt;/h1&gt; &#13;&#10;&lt;p&gt;I used Unreal Engines shader node network to build out each shader from various master materials. I went with the winter theme as snow, ice and moss had good masking effects that could be reused on other materials. Ice also posed a complex challenge on how to present more costly and accurate solutions versus a simpler cheaper one. Whilst satisfied I definitely want to redo this project to a much higher standard as blending is very sharp amongst a lot of my noise effects. I also want to dabble more in HLSL to see how I can reduce the amount of repetitive data being called from noises and operations in the graph making it very noisy.&#10;&#10;&#10;&#10;&#10;&lt;a href="https://jolchawa.site/blog/winter-shader-musuem/"&#10; class="blog-button"&#10; &gt;&#10;&#10; &lt;svg class="blog-icon"&#10; viewBox="0 0 24 24"&#10; aria-hidden="true"&gt;&#10; &lt;path fill="currentColor"&#10; d="M14 2H6c-1.1 0-2 .9-2 2v16c0 1.1.9 2 2 2h12c1.1 0 2-.9 2-2V8l-6-6zm1 7V4.5L18.5 9H15zM8 13h8v2H8v-2zm0 4h8v2H8v-2z"/&gt;&#10; &lt;/svg&gt;&#10;&#10; Checkout my Development Blog Post&#10;&lt;/a&gt;&lt;/p&gt;</description></item><item><title>Little Ashton - House Generator</title><link>https://jolchawa.site/blog/little-ashton/</link><pubDate>Sat, 18 Apr 2026 00:00:00 +0000</pubDate><guid>https://jolchawa.site/blog/little-ashton/</guid><description>&lt;p&gt;This post follows the development of a dynamic building generator using Houdini, inspired by Exp33 and Atomfall.&lt;/p&gt;</description></item><item><title>Texture Utility Tool - PyQt</title><link>https://jolchawa.site/blog/texture-utility-tool-pyqt/</link><pubDate>Mon, 06 Apr 2026 00:00:00 +0000</pubDate><guid>https://jolchawa.site/blog/texture-utility-tool-pyqt/</guid><description>&lt;p&gt;This post is about a Python based texture utility tool that can rescale, convert file types, pack and split channels of texture maps.&lt;/p&gt;</description></item><item><title>Sky Island Generator</title><link>https://jolchawa.site/blog/sky-island-generator/</link><pubDate>Mon, 30 Mar 2026 00:00:00 +0000</pubDate><guid>https://jolchawa.site/blog/sky-island-generator/</guid><description>&lt;p&gt;This post is about the creation of a sky island generator in Houdini inspired by the Legend of Zelda Tears of the Kingdom&lt;/p&gt;</description></item><item><title>Dungeon Delve Project</title><link>https://jolchawa.site/blog/dungeon-delve-project/</link><pubDate>Thu, 29 Jan 2026 00:00:00 +0000</pubDate><guid>https://jolchawa.site/blog/dungeon-delve-project/</guid><description>&lt;p&gt;This post is about a quick diorama project that sets up modular kits, animated portal effects and post process in Unreal Engine.&lt;/p&gt;</description></item><item><title>Hello there!</title><link>https://jolchawa.site/projects/wip_space/</link><pubDate>Sun, 18 Jan 2026 00:00:00 +0000</pubDate><guid>https://jolchawa.site/projects/wip_space/</guid><description>&lt;div class="status-banner"&gt;&#10; &lt;span&gt;Project still under construction.&lt;/span&gt;&#10;&lt;/div&gt;&#10;&lt;p&gt;This project is still heavily under construction. This is a default page!&#10;Whilst you&amp;rsquo;re here take a look at my favorite Pokemon of all time (pun intended!)&lt;/p&gt;&#10;&lt;p&gt;&lt;img src="https://64.media.tumblr.com/3747c220c16321eb8cd692366f73344a/tumblr_p3l38597xP1td9nt5o1_540.gifv" alt="dialga" class="img-responsive"&gt; &lt;/p&gt;</description></item><item><title>Robot Dog Project</title><link>https://jolchawa.site/blog/robot-dog-project/</link><pubDate>Sun, 18 Jan 2026 00:00:00 +0000</pubDate><guid>https://jolchawa.site/blog/robot-dog-project/</guid><description>&lt;p&gt;This post documents the retoplogy, rigging, skinning and shader work for creating a game ready animated robot dog.&lt;/p&gt;</description></item><item><title>Outsource Asset Validator for UE</title><link>https://jolchawa.site/blog/outsource-asset-validator-for-ue/</link><pubDate>Sun, 04 Jan 2026 00:00:00 +0000</pubDate><guid>https://jolchawa.site/blog/outsource-asset-validator-for-ue/</guid><description>&lt;p&gt;This post documents the creation of a asset manager that bakes, validates and imports outsourced meshes with shaders setup into Unreal Engine.&lt;/p&gt;</description></item><item><title>Winter Shader Musuem</title><link>https://jolchawa.site/blog/winter-shader-musuem/</link><pubDate>Fri, 26 Dec 2025 00:00:00 +0000</pubDate><guid>https://jolchawa.site/blog/winter-shader-musuem/</guid><description>&lt;p&gt;This project showcases a variety of winter shaders for Unreal Engine 5.&lt;/p&gt;</description></item><item><title>PCG Scatter Tool Breakdown</title><link>https://jolchawa.site/blog/pcg-scatter-tool-breakdown/</link><pubDate>Sun, 24 Aug 2025 00:00:00 +0000</pubDate><guid>https://jolchawa.site/blog/pcg-scatter-tool-breakdown/</guid><description>&lt;p&gt;This post documents building a PCG scattering tool for foliage and repetitive assets.&lt;/p&gt;</description></item><item><title>Maxscript May Development Journal</title><link>https://jolchawa.site/blog/maxscript-may-development-journal/</link><pubDate>Sat, 03 May 2025 00:00:00 +0000</pubDate><guid>https://jolchawa.site/blog/maxscript-may-development-journal/</guid><description>&lt;p&gt;This post follows the development of various utility scripts using the Maxscript language during May 2025.&lt;/p&gt;</description></item><item><title>Visual Mesh Debugger</title><link>https://jolchawa.site/blog/visual-mesh-debugger-tool/</link><pubDate>Tue, 08 Apr 2025 11:58:34 +0100</pubDate><guid>https://jolchawa.site/blog/visual-mesh-debugger-tool/</guid><description>&lt;p&gt;This post goes through the development of a visual debugging tool using Python for inspecting static meshes in real-time in Unreal Engine.&lt;/p&gt;</description></item><item><title>Batch Mesh Renamer</title><link>https://jolchawa.site/projects/maxscript-bundle/tool-batch-asset-renamer/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://jolchawa.site/projects/maxscript-bundle/tool-batch-asset-renamer/</guid><description>&lt;p&gt;&lt;figure&gt;&lt;img src="https://jolchawa.site/projects/maxscript-bundle/tool-batch-asset-renamer/asset_renamer.webp"&#10;&#9;&#9;&#9;alt="maxscript thumbnail" style="width: 400px; max-width: 100%; height: auto;"&gt;&#10;&lt;/figure&gt;&#10;&#10;&#10;&#10;&#10;&#10;&lt;a href="https://jolchawa.site/projects/maxscript-bundle"&#10; class="blog-button"&#10; &gt;&#10;&#10; &lt;svg class="blog-icon"&#10; viewBox="0 0 24 24"&#10; aria-hidden="true"&gt;&#10; &lt;path fill="currentColor"&#10; d="M14 2H6c-1.1 0-2 .9-2 2v16c0 1.1.9 2 2 2h12c1.1 0 2-.9 2-2V8l-6-6zm1 7V4.5L18.5 9H15zM8 13h8v2H8v-2zm0 4h8v2H8v-2z"/&gt;&#10; &lt;/svg&gt;&#10;&#10; Return to Maxscript 2025 Megapost&#10;&lt;/a&gt;&#10;&#10;&#10;&#10;&#10;&lt;a href="https://github.com/d0ggowo/junkyard"&#10; class="github-button"&#10; style="color: #26d83e;"&#10; target="_blank"&#10; rel="noopener noreferrer"&gt;&#10;&#10; &lt;svg class="github-icon"&#10; viewBox="0 0 24 24"&#10; aria-hidden="true"&gt;&#10; &lt;path fill="currentColor"&#10; d="M12 .5C5.65.5.5 5.65.5 12c0 5.08 3.29 9.39 7.86 10.91.58.11.79-.25.79-.56v-2.16c-3.2.7-3.87-1.35-3.87-1.35-.53-1.34-1.28-1.7-1.28-1.7-1.04-.71.08-.7.08-.7 1.15.08 1.75 1.18 1.75 1.18 1.02 1.75 2.68 1.25 3.33.96.1-.74.4-1.25.73-1.54-2.55-.29-5.23-1.28-5.23-5.69 0-1.26.45-2.29 1.18-3.1.12-.29.51-1.46.11-3.05 0 0 .96-.31 3.15 1.18A10.9 10.9 0 0 1 12 6.02c.97 0 1.95.13 2.86.38 2.18-1.49 3.14-1.18 3.14-1.18.63 1.59.24 2.76.12 3.05.73.81 1.18 1.84 1.18 3.1 0 4.42-2.69 5.4-5.25 5.68.41.36.78 1.08.78 2.18v3.23c0 .31.21.67.8.56A10.99 10.99 0 0 0 23.5 12C23.5 5.65 18.35.5 12 .5Z"/&gt;&#10; &lt;/svg&gt;&#10;&#10; Grab the tool here&#10;&lt;/a&gt;&lt;/p&gt;</description></item><item><title>Mesh Aligner</title><link>https://jolchawa.site/projects/maxscript-bundle/mesh-aligner/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://jolchawa.site/projects/maxscript-bundle/mesh-aligner/</guid><description>&lt;p&gt;&lt;figure&gt;&lt;img src="https://jolchawa.site/projects/maxscript-bundle/mesh-aligner/mesh-align-thumb.png"&#10;&#9;&#9;&#9;alt="maxscript thumbnail" style="width: 400px; max-width: 100%; height: auto;"&gt;&#10;&lt;/figure&gt;&#10;&#10;&#10;&#10;&#10;&#10;&lt;a href="https://jolchawa.site/projects/maxscript-bundle"&#10; class="blog-button"&#10; &gt;&#10;&#10; &lt;svg class="blog-icon"&#10; viewBox="0 0 24 24"&#10; aria-hidden="true"&gt;&#10; &lt;path fill="currentColor"&#10; d="M14 2H6c-1.1 0-2 .9-2 2v16c0 1.1.9 2 2 2h12c1.1 0 2-.9 2-2V8l-6-6zm1 7V4.5L18.5 9H15zM8 13h8v2H8v-2zm0 4h8v2H8v-2z"/&gt;&#10; &lt;/svg&gt;&#10;&#10; Return to Maxscript 2025 Megapost&#10;&lt;/a&gt;&#10;&#10;&#10;&#10;&#10;&lt;a href="https://github.com/d0ggowo/junkyard"&#10; class="github-button"&#10; style="color: #26d83e;"&#10; target="_blank"&#10; rel="noopener noreferrer"&gt;&#10;&#10; &lt;svg class="github-icon"&#10; viewBox="0 0 24 24"&#10; aria-hidden="true"&gt;&#10; &lt;path fill="currentColor"&#10; d="M12 .5C5.65.5.5 5.65.5 12c0 5.08 3.29 9.39 7.86 10.91.58.11.79-.25.79-.56v-2.16c-3.2.7-3.87-1.35-3.87-1.35-.53-1.34-1.28-1.7-1.28-1.7-1.04-.71.08-.7.08-.7 1.15.08 1.75 1.18 1.75 1.18 1.02 1.75 2.68 1.25 3.33.96.1-.74.4-1.25.73-1.54-2.55-.29-5.23-1.28-5.23-5.69 0-1.26.45-2.29 1.18-3.1.12-.29.51-1.46.11-3.05 0 0 .96-.31 3.15 1.18A10.9 10.9 0 0 1 12 6.02c.97 0 1.95.13 2.86.38 2.18-1.49 3.14-1.18 3.14-1.18.63 1.59.24 2.76.12 3.05.73.81 1.18 1.84 1.18 3.1 0 4.42-2.69 5.4-5.25 5.68.41.36.78 1.08.78 2.18v3.23c0 .31.21.67.8.56A10.99 10.99 0 0 0 23.5 12C23.5 5.65 18.35.5 12 .5Z"/&gt;&#10; &lt;/svg&gt;&#10;&#10; Grab the tool here&#10;&lt;/a&gt;&lt;/p&gt;</description></item><item><title>Mesh Pivot Setter</title><link>https://jolchawa.site/projects/maxscript-bundle/pivot-setter/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://jolchawa.site/projects/maxscript-bundle/pivot-setter/</guid><description>&lt;p&gt;&lt;figure&gt;&lt;img src="https://jolchawa.site/projects/maxscript-bundle/pivot-setter/pivot-thumb.png"&#10;&#9;&#9;&#9;alt="maxscript thumbnail" style="width: 400px; max-width: 100%; height: auto;"&gt;&#10;&lt;/figure&gt;&#10;&#10;&#10;&#10;&#10;&#10;&lt;a href="https://jolchawa.site/projects/maxscript-bundle"&#10; class="blog-button"&#10; &gt;&#10;&#10; &lt;svg class="blog-icon"&#10; viewBox="0 0 24 24"&#10; aria-hidden="true"&gt;&#10; &lt;path fill="currentColor"&#10; d="M14 2H6c-1.1 0-2 .9-2 2v16c0 1.1.9 2 2 2h12c1.1 0 2-.9 2-2V8l-6-6zm1 7V4.5L18.5 9H15zM8 13h8v2H8v-2zm0 4h8v2H8v-2z"/&gt;&#10; &lt;/svg&gt;&#10;&#10; Return to Maxscript 2025 Megapost&#10;&lt;/a&gt;&#10;&#10;&#10;&#10;&#10;&lt;a href="https://github.com/d0ggowo/junkyard"&#10; class="github-button"&#10; style="color: #26d83e;"&#10; target="_blank"&#10; rel="noopener noreferrer"&gt;&#10;&#10; &lt;svg class="github-icon"&#10; viewBox="0 0 24 24"&#10; aria-hidden="true"&gt;&#10; &lt;path fill="currentColor"&#10; d="M12 .5C5.65.5.5 5.65.5 12c0 5.08 3.29 9.39 7.86 10.91.58.11.79-.25.79-.56v-2.16c-3.2.7-3.87-1.35-3.87-1.35-.53-1.34-1.28-1.7-1.28-1.7-1.04-.71.08-.7.08-.7 1.15.08 1.75 1.18 1.75 1.18 1.02 1.75 2.68 1.25 3.33.96.1-.74.4-1.25.73-1.54-2.55-.29-5.23-1.28-5.23-5.69 0-1.26.45-2.29 1.18-3.1.12-.29.51-1.46.11-3.05 0 0 .96-.31 3.15 1.18A10.9 10.9 0 0 1 12 6.02c.97 0 1.95.13 2.86.38 2.18-1.49 3.14-1.18 3.14-1.18.63 1.59.24 2.76.12 3.05.73.81 1.18 1.84 1.18 3.1 0 4.42-2.69 5.4-5.25 5.68.41.36.78 1.08.78 2.18v3.23c0 .31.21.67.8.56A10.99 10.99 0 0 0 23.5 12C23.5 5.65 18.35.5 12 .5Z"/&gt;&#10; 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