<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Tool on Max Kruf</title><link>https://maxkruf.com/tag/tool/</link><description>Recent content in Tool on Max Kruf</description><generator>Hugo</generator><language>en</language><lastBuildDate>Wed, 24 Aug 2022 16:12:13 +0000</lastBuildDate><atom:link href="https://maxkruf.com/tag/tool/index.xml" rel="self" type="application/rss+xml"/><item><title>TAO - Show reel</title><link>https://maxkruf.com/tao-show-reel/</link><pubDate>Tue, 22 Jun 2021 16:09:00 +0000</pubDate><guid>https://maxkruf.com/tao-show-reel/</guid><description>&lt;div class="video"&gt;&lt;iframe src="https://www.youtube-nocookie.com/embed/xUg1wdRhySc" title="YouTube video" loading="lazy" allow="encrypted-media; picture-in-picture; fullscreen" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen&gt;&lt;/iframe&gt;&lt;/div&gt;</description></item><item><title>TAO - Scene Debug Viewer</title><link>https://maxkruf.com/tao-scene-debug-viewer/</link><pubDate>Fri, 02 Apr 2021 18:29:49 +0000</pubDate><guid>https://maxkruf.com/tao-scene-debug-viewer/</guid><description>&lt;p&gt;A small debugging tool to draw the editor scene with replacement shaders. This can be helpful when blocking out a level or finding issues within the scene.&lt;/p&gt;
&lt;p&gt;&lt;img src="https://maxkruf.com/wp-content/uploads/2021/04/SDV_01.gif" alt="" loading="lazy"&gt;&lt;/p&gt;
&lt;h2 id="features"&gt;&lt;a href="https://github.com/maxartz15/SceneDebugViewer#features" rel="noopener"&gt;&lt;/a&gt;Features&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;User presets
&lt;ul&gt;
&lt;li&gt;Shader and parameter configuration&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Included examples
&lt;ul&gt;
&lt;li&gt;Base color&lt;/li&gt;
&lt;li&gt;Triplanar grid (lit and unlit)&lt;/li&gt;
&lt;li&gt;World and object space normals&lt;/li&gt;
&lt;li&gt;Overdraw&lt;/li&gt;
&lt;li&gt;UV checker&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;div class="gallery"&gt;&lt;img src="https://maxkruf.com/wp-content/uploads/2021/04/Overdraw_01.png" alt="" loading="lazy"&gt;
&lt;img src="https://maxkruf.com/wp-content/uploads/2021/04/UV_01.png" alt="" loading="lazy"&gt;
&lt;img src="https://maxkruf.com/wp-content/uploads/2021/04/WorldSpaceNormals_01.png" alt="" loading="lazy"&gt;&lt;/div&gt;

&lt;div class="buttons"&gt;&lt;a href="https://github.com/maxartz15/SceneDebugViewer" rel="noopener"&gt;GitHub&lt;/a&gt;&lt;/div&gt;</description></item><item><title>UE4 - Analytics Prototype</title><link>https://maxkruf.com/ue4-analytics-prototype/</link><pubDate>Wed, 01 Jul 2020 19:10:00 +0000</pubDate><guid>https://maxkruf.com/ue4-analytics-prototype/</guid><description>&lt;div class="video"&gt;&lt;iframe src="https://www.youtube-nocookie.com/embed/wxlDDMCe_P0" title="YouTube video" loading="lazy" allow="encrypted-media; picture-in-picture; fullscreen" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen&gt;&lt;/iframe&gt;&lt;/div&gt;

&lt;p&gt;This is an prototype of an basic analytics tool in UE4. The tool was used in &lt;a href="https://maxkruf.com/levis-umbra/"&gt;Levis Umbra&lt;/a&gt; and allowed us to visualize the play-through of players who had played the game and submitted their data. Designers could visualize the steps and actions back in the UE4 editor.&lt;/p&gt;
&lt;div class="video"&gt;&lt;iframe src="https://www.youtube-nocookie.com/embed/hJNRemd3xow" title="YouTube video" loading="lazy" allow="encrypted-media; picture-in-picture; fullscreen" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen&gt;&lt;/iframe&gt;&lt;/div&gt;

&lt;p&gt;The tool has a simple API that allows for quick integration into existing blueprints.&lt;/p&gt;</description></item><item><title>MA_TextureAtlas</title><link>https://maxkruf.com/ma_textureatlas/</link><pubDate>Fri, 27 Apr 2018 21:24:57 +0000</pubDate><guid>https://maxkruf.com/ma_textureatlas/</guid><description>&lt;p&gt;Texture atlas creator tool for Unity.&lt;br&gt;
This tool is made to combine textures and/or remap the UV’s for 3D models. The tool can also be used to make 2D sprite sheets. The visual editor gives you the ability to set and prioritize the sizes and positions in the texture atlas/sprite sheet.&lt;/p&gt;
&lt;div class="video"&gt;&lt;iframe src="https://www.youtube-nocookie.com/embed/PBRKlopkZP0" title="YouTube video" loading="lazy" allow="encrypted-media; picture-in-picture; fullscreen" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen&gt;&lt;/iframe&gt;&lt;/div&gt;

&lt;h2 id="project-details"&gt;Project Details&lt;/h2&gt;
&lt;p&gt;By having full control over the size and position of the textures that are being placed in the atlas you will never stand for surprises when exporting. This will cost some more time than auto-generating your texture atlases but you know whats going on and which models/textures are getting priority.&lt;/p&gt;</description></item></channel></rss>