[TechnicalArt] BLESS Trailer, 2011


--> Working in conjuction with Art Team Leaders and Programers
--> Advising and Informing to Art Directors to make decisions for upcoming Issues
--> Actively dealing with various problems in development


<Contents>
- Better UpperArmTwist & Shoulder Rigging with Biped
- Hip & ThighTwist Setups with Biped
- Skinning Charaters(with Automation Tool)
- Develop CharacterCustomazingSystem co-working with Engineers
- Prototyping Character and Animation related Assets
- Creatation PhysX Assets such as Destructibles and Clothing
- Material Creation for Various Character & Environment Assets
- Providing Various Test Assets to Engineers

<In-House Tool Development>
- SkeletalMesh Pipeline Tool (management tool for huge character data)
- CharaterPartsTool (automation tool for character parts seperation)
- CharacterDeformer (tool for deforming archetype to other gender and tribes)
- SecondaryAnimationTool (tool to assist skirt and hair animation)
- FileCombiner (mangement tool for merging files)
- MaterialReLinker (automation tool for re-link missed textures in 3ds Max files )
- FBX exporter (customized export tool for Bless Project)
- MeshClearner (automation tool for checking defects)
- Facial-Rig Control Tool (tool to assist facial rigging setup)
- UV Mapper (tool to assist UV remapping) 

<Documentation/Presentation>
- Introduction for New In-House Tools
- Best Parctice for Environment & Character Creation in Unreal
- FBX Pipeline with 3D Package
- LOD Pipeline for Environment & Character with Simplygon
- Customizable Character Parts System
- Introduction New Engine Features to Artists Monthly based









Finally, The game is unveiled at Gstar 2012 : http://www.gstar.or.kr/eng/index.asp