Back Alley Technology.

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We are very proud tell you guys about an app the we co-founded (with an incredible team) and are lead engineers of, call...
02/10/2020

We are very proud tell you guys about an app the we co-founded (with an incredible team) and are lead engineers of, called The Invigilator.

The Invigilator is an ai facial and speech recognition application that runs on mobile. The app aids universities in monitoring their students while writing exams remotely due to Covid restrictions, all with and emphasis on minimal data usage

We have partnered with some of the major universities/institutions in South Africa and have had a few successful pilots thus far. We are looking forward to expand up into Africa and beyond...keep watching for more updates about the app.

would like to give a special kudos to one of their founders Matt “billyBeef” riemer for all the hard work! 😘
#2020

Hi all 😊 We are looking for a new flutter developer to join the team on a new project starting soon. Please send us some...
06/07/2020

Hi all 😊 We are looking for a new flutter developer to join the team on a new project starting soon.

Please send us some of the apps you have built with flutter along with your CV and let’s chat 👍

We will discuss project requirements when we meet you. 😊

Please pass this on if you know anyone that may have the skills and is interested 👍

Hi All, we are looking for two FREELANCE positions to be filled one Ruby on Rails backend developer and one JavaScript/h...
22/06/2020

Hi All, we are looking for two FREELANCE positions to be filled one Ruby on Rails backend developer and one JavaScript/html/css front end developer.

These are Fully remote positions. Please send us your CV and/or any links to apps you have created to our DMs or if you know any people that would be interested please share this post with them 👍

Ruby on Rails applicants will need to be familiar with:
- PostgreSQL
- Aws (s3 buckets)
- payment gateway integrations (peach payments)
- RESTful API’s
- Git

Front end developer requirements include:
- JavaScript
- HTML (slim)
- CSS (sass)
- Jquery
- responsive design (mobile/tablet/desktop)
- foundation frame work
- Git

Thanks peeps 🙏👍

Here we tried zbrush’s UV master tool to create uv’s on this modular piece. Not the most ideal unfold (edited in maya) b...
31/05/2020

Here we tried zbrush’s UV master tool to create uv’s on this modular piece. Not the most ideal unfold (edited in maya) but the maps came out rather clean. This sculpted mesh was about 7.5million polygons at the highest subdivision level and were able to export subdivision level 2 (a few hundred polygons) then did a very quick paint/bake pass to see the maps in action. We refrained from adding world position dirt/grime as we want to create a 3 layer vertex blend shader in unreal engine to break up the texture as it will be used throughout or game map in a modular fashion

Here’s some more game/cinematic art we are making. Now days we build our content in a more strict modular fashion; First...
31/05/2020

Here’s some more game/cinematic art we are making. Now days we build our content in a more strict modular fashion; First to save memory in game, second to save time when producing and third to fit unreal engine’s physics/destruction (chaos) engine in order for players to be able to shoot/damage this wall and actually see it crumble. We will UV the low poly mesh in maya then bake/texture in substance painter then import the low poly with baked maps and all into unreal for pre fracture with the mesh fitting in with chaos’s parameters. We are new to chaos but will hopefully get nice realistic results. We will post pics /vids of the feature soon.

Here’s another picture of our further education into Maya from the gnomon workshop. This one was about mastering the UV ...
18/05/2020

Here’s another picture of our further education into Maya from the gnomon workshop. This one was about mastering the UV tool kit. We believe Unwrapping complex geometry manually definitely gives the best results. however this can be challenging at first, and is always a time consuming process. The teeth and inside of the mouth were a mission to complete and took about an hour alone to unwrap.

Here are a few pics of the results from a gnomon workshop tutorial we did. This chapter was about the Quad draw tool in ...
06/05/2020

Here are a few pics of the results from a gnomon workshop tutorial we did.
This chapter was about the Quad draw tool in maya. This incredibly powerful tool allows us to create a new model with way fewer polygons and improved typology From this owl scan in a shot amount of time. We would normally use an automated retypo tool in Zbrush however the typology results are not ideal for animation of the model. Having a much lower polygon count aswell as clean typology is great for some of our AR/VR products in development, furthermore Some of these models will run well on mobile devices and in browser 3D games.
Once we are happy, we take both models into substance and bake the high polygon details into the maps of the low polygon model

19/04/2020

Here we’re doing some basic first person animation block-outs. Just to get a feel for this rig and m16 mesh. The Main focus is the first person camera, not the full body shot so we’re not worried about his broken shoulder and chest. Once we have our reload, gun-shot and idle animations, we will bring them into the unreal engine and create an animation blueprint(animBP). The animBP utilizes animation interpolation to blend animations when the player hits the controller. Thus laying down the foundations for our player mechanics

Working on the “zbrush man” to get some quality first person animations. This is just an idle pose with an m16 mesh in h...
13/04/2020

Working on the “zbrush man” to get some quality first person animations. This is just an idle pose with an m16 mesh in hand. Here we’re only focusing on what the animation will look like in first person, ie the camera view with the gun. So we are not worried about his busted shoulder however, we might do some “pose space deformations” to take care of it.

We just finished up this custom rig to animate this character in maya. we focused this rig for first person animation on...
12/04/2020

We just finished up this custom rig to animate this character in maya. we focused this rig for first person animation only. So we can get some clean new reload animations for our game .

04/04/2020

Since we have been diving deep into creating gameplay/trailer videos for our game . We have been learning all about custom rigs in maya. this one is a reverse foot rig that allows the animator the ability to “roll the foot” by only using one attribute on the control handle via set-driven-keys, meaning by sliding one float value you are rotating 3 bone joints z rotation with custom min and max limits set on the attribute.

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104 4th Street Parkmore
Sandton
2129

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