GAMETALES STAR LIGHT MMORPG [In Progress]

https://www.youtube.com/watch?v=ZtKKici2lho&t=34s Related press MMORPG projects we've been consulting on since August 2023. Unreal Engine 5. Scheduled for release in mid-2025. Developer : Gametales Publisher: Com2us.

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Found while browsing the notion page…. Some shots of Project-B character stuff

There's a part of Project B that was left on the notifications page that we were trying to work on at ByteDance at the end, and it's the Unity engine, and it's the kind of project that was really stressful for me, and it was really stressful for one of my subordinates who was working... Continue Reading →

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Season 2 of New Soju

Season 2 of New Soju, produced by Studio K110 and Praxis Studios, is finally on air!Congratulations to everyone involved in the project.Developing our own toon system in Unreal Engine, creating a lighting management system, and… Such a short time! The world of commercials always seems to give me a very astral pleasure…. lol https://youtu.be/ukC_fRGNu7Y

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현대 모비스 DOA 시즌 2 작업.

2023년 한국에 돌아와서 처음 컨설팅 일을 하면서 마무리 한 프로젝트 입니다. 1천만뷰를 기록한 시즌 1에 비해서 Vray Toon 렌더링을 1개월 가량 디벨롭 하면서 모든 참여자분들이 좀 더 진보 된 결과를 위해 노력해 주셨습니다. 제작은 Praxis 에서 담당 하였습니다. https://www.youtube.com/watch?v=ovkaJM6ixyc

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Gran-Turismo Tonemapper Integrated and Compared look.

Compared results between ACES and Gran-turismo Tone-map applied inside UE5.1.1 This integrated method not used before tonemap or replace tonemap Which is I fully integrated inside unreal engine 5.1.1 source code via uC++ withing shader tweak.

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[2022]BYTEDANCE EXPERIENCE

I joined the game division Nuverse in 2021.Now I am involved in the development of two multiplatform games.Both projects are new yet unreleased projects. Dragonheir: Silent Gods IN DEVELOPMENT DEMO https://youtu.be/S7e3Dfho9Yo https://youtu.be/9rZF96pRCME

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Tone-mapping assessment guide.

Three tone-mapping functions are added and evaluated. This assessment is for characterization purposes only and is not a guide to best practices.

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Light-Probe Data manager implementation [2017]

purpose of implementations. Possible to adjustment of individual probe SH out data results. Very useful interface design for artists. https://videopress.com/v/00KLI3Kd?resizeToParent=true&cover=true&autoPlay=true&controls=false&loop=true&posterUrl=https%3A%2F%2Fleegoonz.blog%2Fwp-content%2Fuploads%2F2020%2F01%2Fimage-108.png&preloadContent=auto&useAverageColor=true Video by Youku : China Only Light Probe data具有在lightAsset中以二进制形式存储的特性。此外,将根据最后一个场景中的信息Replace所有合并的场景的Light Probe信息。解决这一问题的基本方法是TextAsset里单独存储,每个Chunk分别进行管理。此外,还可以实现编辑器扩展,以允许美术团队修改SH细节值。 Light Probe data has the property of being stored as binary in lightAsset.It will also replace the light probe information of all merged scenes based... Continue Reading →

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[2015][2020]NETEASE GAME EXPERIENCE

This is an introduction to the projects I participated in while working for Netease. It includes an introductory video for each project and an explanation of my job position.

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2019 GIANT INTERACTIVE INNER TECH TALK PPT SCREEN-CAM

This content is a brief summary of part of the mobile MMORPG development process from 2018 to early 2019. 本内容是对2018年至2019年初移动MMORPG部分发展历程的简要总结。 NEED VPN IF YOU LIVE IN MAINLAND OF CHINA https://vimeo.com/570601503 Passcode : Asking to JP.Lee

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How to enable two-sided rendering in Substance Designer?

如何在 Substance Designer 中启用两侧渲染? How can I enable Two side rendering in Substance designer? Yesterday I was asked a question by a colleague of mine I worked with before. My old colleague was able to figure it out on his own. Anyway, here are a few things to clear up. If you're not a student... Continue Reading →

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Dual Reflection Expression Resource by GIT ( patreon member only )

Dual Reflection Expression Resource by GIT | JP Lee on Patreon

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Iridescence Lit model improvement for URP

Iridescence Lit model improvement for URP Iridescence based thin film. Transparent refraction with distortion. Preserved Physically correct pbr based. Masking for decal printing. https://www.youtube.com/watch?v=7oEAGVWTJjE&t=2s

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程序风格化材质制作

2018 in years my presentation of definition of stylized. Written by JP.Lee心动 Tech art team leader.leegoonz@163.com 我是专门设计材质与Shader的韩国人 JP.Lee今天想和大家分享Stylized game art 的主题 一步一步来了解一下。Stylize是究竟是什么意思呢?Stylized纯粹的词典定义是符合某种特定一致框架的样式的意思。 那么Stylized art的定义是什么呢?在美术层面什么是Stylized texture ,Stylizedgame art 到底是什么我们究竟知道吗?我和大家有必要需要一些时间对几个意义进行分析。这样可以进行充分的理解。 今天要一起了解的游戏美术中的程式化艺术(Chéngshìhuàyìshù),为了能从根本上了解,首先要先从一般化的定义开始说。‘程式化艺术’是用很长时间使用的技巧。1979年 ‘TheGreat Soviet Dictionary’定义说 “包括线与形态的简化和空间和颜色的关系在内,使用多种多样的传统方法,将其视为人物和物体装饰的普通化。”表现的卓越风格。与这种模式相反的‘现实主义艺术’的样式从接近现实的模式出发。(现在在艺术方面这一词是进化的,反而有微妙的差异。)为了使主题表现出接近现实的想法,艺术家可以使用‘程式化艺术创造主题及样式的形象。把重点放在颜色,线及作品的感人的特性上。 ‘程式化艺术’ 可以说从很远也可以看到的古代洞穴壁画的简单的视觉表现中开始的。虽然长时间艺术的方向在不断进化,但是随着时间的流逝,很多艺术家们都以写实表现了起来,直到文艺复兴时代和19世纪初期,写实的表现得到了更多的探究。但是19世纪初,中期的‘印象派艺术’ 以学问衍生出来后,比起严格的现实主义表现,在颜色和光上的多种实验和研究,转移到有什么故事情节(Storytelling),能识别主题的描写和形状与接近性的方式的视觉艺术上。有一个必须要记住的东西。古代洞穴壁的简单化壁画,在很远的地方也能看到吧?请记住。 这次的视频是Journey开发公司的新作Sky虽然也使用了节制的表现,但整体的完成度很高,这也可以说很有程式化艺术的代表性。 下一个是最近在韩国制作的游戏介绍视频。以整体的颜色和形态为主,几乎都是设计表现的游戏,现在在韩国游戏开发人员中也受到了艺术性的评价。 Journey可以说是一个具有代表性的游戏。 虽然美术效果有限,但要看一看几种这种风格的成功的游戏美术。 叫做Shardbound的游戏角色虽然整体设计简单化,但是把块状和形态表现得很好。当然,质感忠实于表现事物的属性,鞋子或衣服等的缝纫线等小描写就果断省略了。 这个怪物的整体形态也很果断,表现不精致,但粗糙的简单化也表现出了特色。 这是Overwatch 。虽然是PC游戏,但也可以看出适当的表现。 表面质感的表现虽然不太精致,但是整体设计要素和节制性的描写很好,整体的完成度也是最上等的。 用Substancedesigner模仿类似OverWatch风格的例子。为了做这样的模仿,有必要了解Over Watch美术组所理解的表面质感规格和块状感。 这种石头表现出了很明确的角度,能展现出不同的表现,让人不感到混乱。因为明确的折断,明亮的一面和黑暗的一面很明显,所以会很清楚地维持块状感。另外,在游戏背景下主人公和配角的背景主题表现程度一定要不同。所有事物都不能成为主角。 稍微大一点的岩石。也很好地遵守了差不多的制作规格。 手机游戏比现在看的例子来说,表现密度更大一点会更好。这对美术师来说,这是一件很难的事情。一整天,美术师都在24英寸或27英寸屏幕的画面上进行模型或贴图的工作,一般没有经过训练的美术师,无法轻易决定在何时停止细节深入。在手机屏幕上看不到的描写范围太多了。我想在下一个画面中聊一聊。 Shardbound游戏中的物件也可以看出,更重视的颜色和线条还有倒角,裂缝的表现也很简单,但表现却很明确。 这种石堆的大部分场面都是在场面中以帮助场景的角色为中心,所以要忠于表现,做的太详细是浪费的事情。特别是手机游戏的情况更是如此。 如果不是完整的真实风格的图片的话,面的造型特别是与光会有反应。表面的颜色没有精致质感比较好。只不过是色调要丰富,这是不可忘记的。参考图片中要注意的部分是在大的体面部分做的折断,大的面完全转折了5 0度以上,有各种各样的折面。对于事物的固有特性,并不是精致的纹理,而是磨损的特性。 像怪物或角色的服装,盔甲等饰品也要大胆一点,在游戏中以照明的方式识别事物的形态,根据摄像机和光与事物的角度,更丰富的表现出阴影的变化程度。... Continue Reading →

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Advanced Skin Shader for Next-Gen Mobile games.

处理角色渲染时,通常会听到许多有关SSS效果的信息。 通常,移动游戏开发环境不常使用Normal Blur Sub-Surface技术的原因是,因为Normal纹理的Mip-Map需要使用DDX、DDY或Gaussian Blur进行实时Blur处理。 现在,内容将介绍预处理实时处理部分的想法步骤。

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Look dev material preview project initializing demonstration for unity.

https://videopress.com/v/0gkqDpvo?preloadContent=metadata Sync camera for game view with scene view and hot to setting up for. demonstration for use to Free camera navigation when play to game view. Setting up for ACES protocol When working on Look-dev with filmic tone mapping like aces I have presented sRGB to ACEScg for correctly working on look dev with... Continue Reading →

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Dual Specular IBL demonstration.

When I set up the lighting, I think I want to control the reflection expression of golden armor or metallic independently of the ambient light. By modifying the Specular IBL and Custom Specular IBL created from SkyIBL in the shader, you can understand how the material expression can be further enhanced.

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Skin shader in Gamma Space improvement WIP.

WIP LIST. Custom Shadow color.Reflection Occlusion.Branch for Equipment.Dual Lobe specualar.

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Synopsis of Helinesia

*Cat god race Eight cats that survived the first disaster gain mysterious powers to become eight heroes, and descendants prospered by them to form a civilization in land of Helynesia.在第一次灾难中幸存的八只猫获得了神秘的力量,成为了八位英雄,而后代则在此后的繁荣中在赫里尼西亚地区形成了文明。 *8 cats (8 heroes) 8只猫(8位英雄) Gionas + Remy (ancestor of the Glix family) (Glix家族的祖先) Kai + Rotte (ancestor of the Reus family)(Reus家族的祖先) Astrid + Avelia... Continue Reading →

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More Realistic eyeball approach for Mobile visualization.

It is fully optimized for mobile game rendering.The PBR lighting model was not used for.Using the BlinnPhong Approximation based on the energy conservation formula.Parallax mapping with directivity is used.The artist can control the direction of the highlight regardless of the angle of the sun, and the intensity of the highlight is automatically corrected in the... Continue Reading →

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X2M mobile mmo rpg

整个世界的空间为32 Km X 32 Km 真实地形世界空间为16Km x 16Km 运行时包括Light Probe SH数据流时完全流式处理(内部开发)。 远近阴影处理。 -VariableShadow,Distance ShadowMap(将视差阴影缓存视为纹理数组) -阴影卷代理网格系统。

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Stylized Shadow

Stylized Shadow https://videopress.com/v/M9244l26?preloadContent=metadata For China user https://www.bilibili.com/video/BV1y541187MS/

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UE4 PBR TO SUBSTANCE PAINTER SHADER

•pbr-metal-rough : Unreal Engine 4 PC •pbr-metal-rough-legacy-mobile : Unreal Engine 4.19 Mobile •pbr-metal-rough-mobile : Unreal Engine 4.20 Mobile 这是为艺术家开发的Substance-Painter Shader。如果您在项目中工作时修改了着色器,那么对艺术家来说是个好主意。

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Development of three-dimensional pupil shader.

Purpose of implementations. One draw call rendering by one mesh. Supporting customization of eyeball pupil. Simple refraction FX.

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Advanced Skin Shader for Next-Gen Mobile games.

The fastest operating technique of the NORMAL BLUR SUB-SURFACE SCATTERING APPROACHING HOW TO… 处理角色渲染时,通常会听到许多有关SSS效果的信息。通常,移动游戏开发环境不常使用Normal Blur Sub-Surface技术的原因是,因为Normal纹理的Mip-Map需要使用DDX、DDY或Gaussian Blur进行实时Blur处理。现在,内容将介绍预处理实时处理部分的想法步骤。 In order to check the demand of the internal art team, it is the process of extracting the mobile game character data of Netease and testing the internally developed Shader.The left side is a shader using Gaussian Blur... Continue Reading →

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Energy conserved specular blinn-phong.

Energy conserved specular blinn-phong implementation record Elements of Implementations Energy conserved diffuse with specular.Physically based Fresnel.Environments Reflectance.Ambient lighting adjustment controller. Energy conserved diffuse with specular. about energy conserved specular. Method of Simple energy calculations of shader. Applied Energy Conservation of blinn-phong specular. /////////////////////////////////////////////////////////////////////////////// // Lighting Functions // /////////////////////////////////////////////////////////////////////////////// half3 LightingLambert(half3 lightColor, half3 lightDir, half3 normal)... Continue Reading →

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DUAL PARABOLIC MAT-CAP

Purpose of implementation. I was used screen space light texture technique (matcap or light-cap) since from 2006 in years.And then my new stuff of new matcap technique (I called dual matcap technique) since by 2015 in years When I developed android mobile game in Korea.Basically matcap technique is So famous tweak shader lighting technique for... Continue Reading →

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Journey to the west [:西遊記:]

2013年,当我担任公司的技术美术总监时,我介绍了两个人开始制作的独立游戏。我没有建立公司,但是我在良才洞Soho中心设有一个小办公室,并在与Someone合作之后进行了开发。即使有一个基准测试游戏,但制作过程却是由于这样的事实,即诞生更接近工程师。 第二天就去公司工作……这并不困难,但游戏性也是一个问题。没那么有趣。这是一个独立的游戏项目,我对缺乏乐趣感到非常兴奋,从这个过程中我收获了很多。我似乎已获得很长一段时间的报酬,但感觉不到。在开发的早期阶段,游戏本身与技术方法之间的联系非常差,而且不是很好。 可能已经过了几个月,但这是值得的。 In 2013, I introduced indie games that I started making with two acquaintances when I worked as a technical art director for a company.I didn't build a company, but I got a small office at the Soho Center in Yangjae-dong and developed it after work with Someone.Even though there was a game... Continue Reading →

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Gametales Directors’ Chuseok dinner.

Chuseok is the Korean Thanksgiving day. We had a Chuseok gathering for Starlight project directors, hosted by GameTales CEO Jung SungHwan.Thank you for your generous support and collaboration for the growth of the project throughout the year. We wish all of our directors, CEOs, and GameTales developers the best of luck for the remainder of... Continue Reading →

Call of Chaos Assemble Vulkan optimization

Ntrance 에서 개발 하고 드레곤플라이가 서비스하는 콜오브케이어스 어셈블 프로젝트의 해외 버전 최적화 의뢰를 받았습니다. 참여 기간은 2024년 3월 부터 4월. 해외 일부 출시를 준비하는 과정에서 중저사향 스마트폰 및 애뮬레이터 실행에 몇 가지 이슈가 있었고 다양한 방법으로 협업 하여 약 20% 이상의 성능 향상을 개발팀 및 아트팀과 이뤄냈습니다. 해당 기회로 또 다양한 플레폼에서 어떤 문제점들이 있는지... Continue Reading →

게임테일즈 테크아트 맴버 2024년 중식 코스 즐기기.

클라이언트실 테크아트 담딩을 하고 있는 진영님,성현님,성학님과 중식 코스요리 달려봤습니다. ㅎㅎ게임 출시 까지 지금처럼 꾸준히 해 보자는 짧은 토멘트와 함께 천미미 구로점 에서 소소한 시간! 신입으로 다들 합류 하셔서 길게는 7개월이 되셨고 짧게는 2개월차가 되었지만 짧은 시간동안 나름의 첼린지들이 있으셨는데 잘 해 주셔서 ^^ 다음 하반기에도 꾸준하 또 묵묵하게 새로운 여정에 힘듬이 없길 바라면서~ 점심 회식... Continue Reading →

Met to Adobe Substance former-colleagues

요즘들어 옛 동료들과 저녁식사를 함께하는 기회를 자주 만들고 있습니다.2024년 하반기에는 어떤 재미있는 일들이 저를 놀라게 할까요? 역시나 중식 카오위 레스토랑인 반티엔카오위 강남점을 다시 방문 했어요! 중국 기억도 다시 나고 좋은 시간이었습니다.서브스턴스 오토메이션 툴킷 비즈니스에 대한 여러 이야기도 나눴습니다. 관심가지고 지켜봐주세요. 왼쪽 부터 저 그리고 인호 리드 TA. 김태원 상무님, 그리고 객원인 안원철 TA.

텐센트 넥스트 스튜디오 인터뷰를 끝내고…

텐센트 넥스트 스튜디오 부사장님 요청으로 다이렉트 인터뷰가 진행 됬었던 적이 있습니다. 2019년 즈음이었나요? 예전 넷이즈 반구 스튜디오 엔진팀의 동료가 넥스트 스튜디오로 이직 후 저를 추천 했더군요. HR 부서와는 별개의 비공식 일정으로 다이렉트 인터뷰 시간을 갖었습니다. 부사장님과 먼저 이런 저런 통상적인 인터뷰를 마쳤고.... 그 다음 리드 급 몇 분과 미팅을 하게 되었네요. 넥스트 스튜디오는 통역관을 두지... Continue Reading →

Editor mode Lookat Camera

씨네마틱 팀의 개발 요구가 있었기 때문에 간단히 구현 한 Editor mode Lookat Camera. 편집기 에서 이벤트 콜백이 업데이트 되야 하기 때문에 Event Editor ticker 를 추가 하고 Spring Arm 의 자식으로 카메라를 추가. 아티스트가 좀 더 편리하게 사용 할 수 있도록 기능이 추가 되야 하지만 일단 1차 구현은 완료. 由于电影团队的开发需要,我们实现了一个简单的编辑器模式 Lookat 摄像机。 由于事件回调需要在编辑器中更新,我们添加了一个事件编辑器 ticker,并将摄像机添加为 Spring... Continue Reading →

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