<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Projects Showcase on Jesses Tech Art Folio</title><link>https://jolchawa.site/projects/</link><description>Recent content in Projects Showcase 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/projects/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>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>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></channel></rss>