Hi, I'm Luke
I create solutions that empower
3D artists and developers.
I create solutions that empower
3D artists and developers.
I believe in bringing high-quality tools to the greater artist community. Explore my open-source tools for game art and production.
View on Github chevron_rightUtilize Blender's procedural shading techniques to create game ready PBR textures and normal maps for Unity and Unreal.
Create animated particles, looping emitters and sprite sheets for engine use as flipbooks, cards and sub-emitter animation.
Easily control batch rendering from multiple Blend files and directly preview results.
Adds the ability to easily launch the blender terminal window on MacOS within the blender interface.
Easily edit manipulate and export images in pixel-perfect mixed 2D/3D space.
Beyond my professional role as a technical artist, I independently create game experiences to stay proficient with industry-leading engines and tools.
Miscelanious projects featuring exploration into tools, scripts, shaders and vfx. Check out featured projects or view the feed for my latest posts.
Asset Creation | Material Creation | Set Dressing | Asset Prep
Geometry node system for creating game-ready book models for bookshelves.
Mobile and low-end device focused simulated gold methods.
Blender geometry node driven vertex animated texture source creator.
Driving aspects of geometry nodes from audio pitch and volume.
Now integrated into Texture Laboratory, this project was to simulate the functionality in Quixel's deprecated NDO photoshop plugin in Blender.
Unreal 4 Blueprint tool for creating basic buildings, walls, stairways, and more.
Math-based shader in blender reflecting what a flipbook shader in Unity/Unreal would look like - with variables for size, frames, start frame, looping.
Looping particles driven by geometry nodes in this project expanded to become the fully-functional BPx Emitters add-on.
The classic donut project, done soley with geometry node systems and custom python.