leegoonz
Nvidia’s invitation to go to San Francisco GDC 2013.
In the fall of 2012, I first collaborated with NVIDIA. The purpose was to develop a game to be used… 더 보기 »Nvidia’s invitation to go to San Francisco GDC 2013.
Matcap Rim lighting for Mobile by 2013 in years.
我将继续与Substance Unity合作,在现有的B2M之外创建一些着色器。
由于我们尚未对光的方向进行任何计算,因此根据支持的视图空间的遮罩替换了环境照明。
坦白讲,复杂的结构很困难,因为这种方法必须在较旧的移动硬件上使用。
所以我决定一起制作一个实质性的移动版本…
Stylized Texturing Substance Designer tutorial since by 2013 in years.
This post is an example of the process of combining Substance designer and Unity shading while learning the Substance designer… 더 보기 »Stylized Texturing Substance Designer tutorial since by 2013 in years.
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。
[2012]PLAYNERY EXPERIENCE
It is a game startup strategically invested by Japanese SOFT-BANK.I joined here in the second half of 2011. There was… 더 보기 »[2012]PLAYNERY EXPERIENCE
FASTEST MOBILE FAKE BRDF SKIN SHADER 2012 in years
FASTEST MOBILE FAKE BRDF SKIN SHADER This character used custom mobile skin shader.That shading theory is blend normal and sin… 더 보기 »FASTEST MOBILE FAKE BRDF SKIN SHADER 2012 in years
[2012]Indie Project.Advice and experience, don’t just listen to technology
Written by JP.Lee 我是心动的 Technical art team leader. leegoonz@163.com 这是一款独立游戏的遗产,我在2013年与两个朋友合作后做了一点工作。将3D渲染处理直接添加到cocos2D引擎并集成Bullet物理引擎。这款游戏失去了独立游戏的初衷,因为它本身就是游戏工具。 我与一个小型办公室签约,每月支付约3000元人民币。当我离开工作时,我聚集在办公室并逐渐成长。 在Spine工具问世之前,我必须自己开发工具,但是正在开发它的朋友专门从事引擎和工具的生产工作,因此我每天晚上花费大量时间来添加和组织功能。也许即使在此期间,作为技术艺术家,他也专注于功能。 This is legacy of an indie game that… 더 보기 »[2012]Indie Project.Advice and experience, don’t just listen to technology
NVIDIA Tegra3 Tech Dev log by since 2011 in years.
Tech prototype works for Tegra3 GPU ordered from NVIDIA. Using the Nvidia physics engine with some configuration is very important.After… 더 보기 »NVIDIA Tegra3 Tech Dev log by since 2011 in years.