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    More Realistic eyeball approach for Mobile visualization.
    JP Lee
    • 2019년 9월 23일
    • 1분

    More Realistic eyeball approach for Mobile visualization.

    More Realistic eyeball approach for Mobile visualization.
    조회수 234회댓글 0개
    Virtual Specular lighting approaching pre-view.
    JP Lee
    • 2019년 9월 20일
    • 1분

    Virtual Specular lighting approaching pre-view.

    When I was worked in Shenzhen developed to next-gen mobile game project at 2017 in years. My role have just technical art as principle tech
    조회수 354회댓글 0개
    Essentials of Mobile hardware
    JP Lee
    • 2019년 6월 30일
    • 12분

    Essentials of Mobile hardware

    About mobile SOC 与PC游戏开发不同的是,Mobile device的硬件种类繁多,差异较大。 对于我们而言,最重要的是积累开发Mobile device的经验。 例如,进行各种硬件优化,QA 和QT,以及整个开发工程中不可或缺的Automatic build s
    조회수 27회댓글 0개
    Light probe SH tweaking utility for artist.
    JP Lee
    • 2019년 6월 28일
    • 1분

    Light probe SH tweaking utility for artist.

    This simple script for lighting scene setup artist. Because unity3D light probe data some brighter of original result. So It very easy contr
    조회수 118회댓글 0개
    Simple Pool Water(Prototype)
    JP Lee
    • 2019년 6월 20일
    • 0분

    Simple Pool Water(Prototype)

    Simple Pool Water(Prototype)
    조회수 85회댓글 0개
    Advanced Snowy Shader and Height based Puddle(Practice)
    JP Lee
    • 2019년 6월 20일
    • 0분

    Advanced Snowy Shader and Height based Puddle(Practice)

    조회수 53회댓글 0개
    PBR Metallic Roughness UE4 Mobile
    JP Lee
    • 2019년 6월 20일
    • 1분

    PBR Metallic Roughness UE4 Mobile

    PBR Metallic Roughness UE4 Mobile https://share.substance3d.com/libraries/3341
    조회수 174회댓글 0개
    IPC with GPU.
    JP Lee
    • 2019년 6월 19일
    • 2분

    IPC with GPU.

    We are also have thinking about Disassembled HW Code and more important considering of performance with each cycle count by individually ins
    조회수 27회댓글 0개
    Baked lighting.
    JP Lee
    • 2019년 6월 19일
    • 1분

    Baked lighting.

    First approached since by 2016 in years at Netease. This basic idea is to use the light source extraction system by my implement....
    조회수 178회댓글 0개
    How to Setting Shatter FX used by general NVIDIA PhysX System inside of Unity3D.
    JP Lee
    • 2019년 6월 19일
    • 1분

    How to Setting Shatter FX used by general NVIDIA PhysX System inside of Unity3D.

    First organized since by 2016 in years at Netease.
    조회수 22회댓글 0개
    天谕手游
    JP Lee
    • 2019년 6월 11일
    • 1분

    天谕手游

    网易旗舰级游戏IP《天谕》同名手游,是一款幻想MMORPG游戏。继承高品质游戏体验,再现经典玩法,在指尖打造一个充满无限可能的幻想大世界。《天谕》手游力求在移动端呈现端游的视觉体验,对游戏的品质效果进行了不断的优化升级,在移动端中重建了史诗幻想世界。
    조회수 63회댓글 0개
    Power-Floor Reflection shader lib 1.0
    JP Lee
    • 2019년 6월 8일
    • 1분

    Power-Floor Reflection shader lib 1.0

    Power-Floor Reflection shader lib 1.0
    조회수 49회댓글 0개
    Power Toon Shader Release 1.0
    JP Lee
    • 2017년 5월 29일
    • 1분

    Power Toon Shader Release 1.0

    https://github.com/leegoonz/powertoonshader
    조회수 274회댓글 0개
    REALTIME PROJECTION SHADOW IMPROVED AND DISSOLVING SHADER WITH RAGDOLL TEST FOR TEGRA 3.
    JP Lee
    • 2012년 7월 9일
    • 1분

    REALTIME PROJECTION SHADOW IMPROVED AND DISSOLVING SHADER WITH RAGDOLL TEST FOR TEGRA 3.

    Unity的深度阴影不能在Tegra 3中使用,因此实现了OpenGeel投影阴影。 最小的计算精度和添加的类来对齐场景中的阴影和角色方向。 使用负向量最小化投影阴影的固有屏蔽表面干扰。 处理阴影的颜色,以便可以根据光的颜色接近补色处理它们。
    조회수 19회댓글 0개

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