In the fall of 2012, I first collaborated with NVIDIA. The purpose was to develop a game to be used in the tech demo of Shield gaming gear equipped with next-generation Tegra4 hardware. I don't know if it means much, but I was the first Tegra4 developer in the world, and I was given an... Continue Reading →
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 for the first time in 2013. During the month of March, I would like to share code, node sharing, etc. while writing a basic manual for each node, previewing characters using a light capture shader,... Continue Reading →
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 →
[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 a recommendation from the founder of Playnery. He worked as a technical art director and was responsible for developing various tools and processing the shader of his own game engine. SoftBank Ventures invests in Game... Continue Reading →
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 base ambient cut out darkness attenuation. It support to all android device and ios device all even thought It just support for NVIDIA Shield game device. We some made skin shader. Our fake SSS skin... Continue Reading →
[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 I made a little after work with two friends in 2013.Add 3D rendering processing directly to cocos2D engine and integrate Bullet physics engine.It was a game that lost the original goal of the indie game... Continue Reading →
NVIDIA Tegra3 Tech Dev log by since 2011 in years.
Tech prototype works for Tegra3 GPU ordered from NVIDIA. https://videopress.com/v/0sbJefW0?resizeToParent=true&cover=true&preloadContent=metadata https://videopress.com/v/h10Qd8br?resizeToParent=true&cover=true&preloadContent=metadata Using the Nvidia physics engine with some configuration is very important.After the monster has completely fallen, you can see that chronic problem of Rag-doll trembling is not seen. 使用具有某些配置的Nvidia物理引擎非常重要。在怪物完全掉下之后,您可以看到没有看到Ragdoll的长期发抖问题。 Improvement works since by 2012 in years. https://www.youtube.com/watch?v=KqVcEQ_vOCI First proto-type nvidia tegra3 interactive demo Graphics... Continue Reading →