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