
Ozone Story Tech
71 posts

Ozone Story Tech
@OzoneStoryTech
We are a software technology company in the entertainment industry focused on providing the best-animated character tools for creators.




Cooking @OzoneStoryTech Subdivs are incredibly fast... check it out! Design your assets for Subdivs properly, target the proper render resolution, and you will wait mere seconds smooth awesome results :)

Let's see if we get a copyright issue, but streching my super lame animation legs to show off @OzoneStoryTech Subdivs here. 10 Characters, millions of polygins, all running in realtime in @UnrealEngine 5.7 and barely showing up in the profilier.

Software Development is hard, specifically making a user experience that is clean, intuitive and works as expected every time. Its a fight worth fighting, but man... it can be tedious. It's the difference between software feeling like a professional tool vs. a TD Script.




Ozone Assets are built from several core building blocks. "Elements" which are the base nodes, "Components" which wrap them up into useful ideas, then into "Modules" to achieve specific artistic results (a nose, or mouth or arm), Finally everything gets assembled @Avengers style into a "Rig" like a Biped or Quadruped. Ozone Studio will ship with a complete set of these Elements, Components, Modules and Rigs... allowing you to spend more time making characters, and less time building Rigs. A few Component mockups :)


With @OzoneStoryTech Subdivs and the LOD system built into @UnrealEngine you gain the ability to not only subtract geometry as you move away from the camera, but now ADD detail as you mover closer. We are calling this "LOD Forward" but what it really means is rigging artists manage a much simpler mesh, which is far easier to rig and maintain while at the same time getting resolution independent results at render time.

@UnrealEngine LOD system, takes geometry away from your asset to increase framerate. @OzoneStoryTech Subdivs allow you to increase levels of detail as the camera gets CLOSER... with little to no impact on framerate. #ResolutionIndependence #WinWin

Ozone Subdivs = Dynamic Curvature @OzoneStoryTech Subdivs are different in Epic Games @UnrealEngine than polysmoothing. The key idea is that subdivision gives your models "Dynamic Curvature" which means that the smoothed surface actively changes while deforming. This often give much more life to the surface of a model, with far less weighting work, as its effect goes past the non-deforming spans in the source cage. Simple way to say it... more movement on the final surface, with less work means spending less time and money for higher quality results :) More videos like this will be available, for free, on Ozone Story Tech new training portal website that will go live by the end of the year.

Behold CubeDudapus! 🤣 More mess'n around with @OzoneStoryTech Subdivs in @UnrealEngine 5.6+ Happy #Thanksgiving Everyone!

Fun little @OzoneStoryTech Subdivs doodle showing the kind of detail that you can get with @UnrealEngine Skeletal meshes in 5.6+ with little to no frame rate hit. #SmoothOperator #RigLessPoints


Well its my turn to share first @rhurrey 😜 ozone3d.com/subdivs/




