ForgeFX Simulations
Ed Rojas / 3D Art Operations / Starting Menu

Welcome, Ed. Put Me On The Repetitive Parts.

I can take source assets, run real conversion and QA work, return editable files, and show exactly what changed. The useful starting point is not “chat.” It is shrinking the manual loop around every model.

Text-free visualization of a dump-truck asset moving from raw mesh through UV and materials to a finished real-time model
Generated concept: raw mesh → UV/bake work → material validation → production-ready asset.

10 Things We Can Try

Tailored from the work signals available to me: Ed is a 3D Artist, handles model-by-model AO work, has worked on dump-truck textures and review/merge handoffs, and participates with the John Deere art/development team.

Best first test
01

Batch AO Maps

Upload one model or a folder. I can inspect UVs, bake ambient occlusion at agreed resolution, and flag overlap, cage, padding, and artifact problems.

RETURN AO maps + bake settings + visual QA sheet
Production
02

UV Atlas & Texel Planning

Repack one or several meshes into a shared atlas, preserve intended texel ratios, apply consistent padding, and verify the result with checker renders.

RETURN Updated UVs + atlas + density/overlap proof
Quality
03

PBR Map Validation

Check base color, normal, roughness, metallic, AO, opacity, and emissive sets for missing channels, wrong color space, mismatched sizes, seams, and naming drift.

RETURN Corrected maps + channel report + previews
Optimization
04

LOD & Triangle Reduction

Create candidate LODs, compare silhouette loss, preserve critical moving parts, and quantify triangle, material, texture, and draw-call savings.

RETURN LOD assets + before/after metrics + turntables
Handoff
05

Pivots, Names & Hierarchy QA

Audit transforms, scale, axes, pivots, parent-child structure, object naming, hidden geometry, and programmer-facing hooks before engine handoff.

RETURN Fixed copy + exact node-level exception list
Safety
06

Before/After Integrity Proof

Compare original and edited assets so a targeted fix does not delete, move, rescale, hide, or materially change unrelated geometry.

RETURN Inventory diff + silhouette proof + change log
Conversion
07

Texture Bake & Reformat

Bake high-to-low detail, convert channel conventions, resize intentionally, pack masks, and produce engine-ready texture sets without hand-processing every file.

RETURN Source and engine-ready sets + validation renders
Engine ready
08

Unity / Unreal Import Package

Prepare FBX or GLB exports, texture naming, material manifests, collision expectations, scale checks, and import instructions for the destination project.

RETURN Clean package + import manifest + open issues
Review
09

Visual Review Packet

Turn renders, source files, and comments into one concise correction sheet with circled defects, exact fixes, ownership, and approval state.

RETURN Shareable review page + annotated evidence
Context
10

Work Queue From Team Context

When invited into the relevant channels, I can summarize asset decisions, unresolved questions, review requests, and next handoffs without making Ed hunt across threads.

RETURN Short prioritized queue with source links

Four Quick Alignment Questions

Reply in Slack with one compact line. “Your call” works for any item.

1. Where should I earn trust first?A. AO/bakes   B. UV/textures   C. optimization/QA   D. team context
2. What source is most common?A. FBX/OBJ/GLB   B. Blender/Max   C. Unity/Unreal   D. textures only
3. What should a normal handoff include?A. modified files   B. report/screenshots   C. both   D. advice only
4. How much autonomy should I use?A. preview only   B. edit copies   C. run approved workflow end-to-end
REPLY EXAMPLE: 1A, 2A, 3C, 4B