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    • 전체 게시물
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    검색
    ICE SHADER FAMILY FOR MOBILE
    JP Lee
    • 2019년 12월 24일
    • 1분

    ICE SHADER FAMILY FOR MOBILE

    Development of ice effect that can be calculated sufficiently with mobile hardware performance. This is mainly used for developing dungeon b
    조회수 352회댓글 0개
    Chinese artists, they preferred seems like this skin shading style implementation.
    JP Lee
    • 2019년 11월 19일
    • 1분

    Chinese artists, they preferred seems like this skin shading style implementation.

    mostly five years I live in China with working for the Chinese game industry. I'm helping to develop mobile games, for the most part, these
    조회수 427회댓글 0개
    Simple Jade Shader for mobile devices.
    JP Lee
    • 2019년 11월 12일
    • 0분

    Simple Jade Shader for mobile devices.

    Simple Jade Shader for mobile devices.
    조회수 282회댓글 0개
    Substance Live Shanghai final season 2019
    JP Lee
    • 2019년 10월 29일
    • 2분

    Substance Live Shanghai final season 2019

    On October 24, a live broadcast event was held at the Substance adobe office in Shanghai, China. Me with my colleague MR.Kang, We were spoke
    조회수 89회댓글 0개
    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
    Skin Brdf Basic investigation method
    JP Lee
    • 2019년 9월 12일
    • 0분

    Skin Brdf Basic investigation method

    Skin Brdf Basic investigation method
    조회수 134회댓글 0개
    New feature character rendering framework test(for Mobile)
    JP Lee
    • 2019년 7월 30일
    • 0분

    New feature character rendering framework test(for Mobile)

    New feature character rendering framework test(for Mobile) Support to opengl-es 2.X
    조회수 354회댓글 0개
    unity3D Ver5 engine structure
    JP Lee
    • 2019년 6월 30일
    • 2분

    unity3D Ver5 engine structure

    UNITY3D除了compile以外的其它工作
    조회수 32회댓글 0개
    LINEAR SPACE RENDERING TEST FLOW.
    JP Lee
    • 2019년 6월 30일
    • 2분

    LINEAR SPACE RENDERING TEST FLOW.

    LOOKDEV DEBUG. Performance debugging. Linear Space Rendering
    조회수 81회댓글 0개
    Texel density guide mesh and unit texture.
    JP Lee
    • 2019년 6월 30일
    • 1분

    Texel density guide mesh and unit texture.

    Texel density guide mesh and unit texture.
    조회수 197회댓글 0개
    Tile Based Deferred Rendering
    JP Lee
    • 2019년 6월 30일
    • 5분

    Tile Based Deferred Rendering

    Tile Based Deferred Rendering
    조회수 91회댓글 0개
    Mesh LOD between LightMap matching How to.
    JP Lee
    • 2019년 6월 29일
    • 1분

    Mesh LOD between LightMap matching How to.

    Normally unity3D lightmap have some problem as Directional specular mode that much. So I though How do I avoid to this problem for our proje
    조회수 54회댓글 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
    Dual mat-cap corrected technique
    JP Lee
    • 2019년 6월 19일
    • 1분

    Dual mat-cap corrected technique

    如图所示,看上图的凸面镜和凹面镜的话,更容易理解。 这样的凸面抛物面用两个,当做environment map或者irradiance map来使用。 有实时捕捉环境图的方法和在手游里面能让他快速运行而使用的pre compute的方法。 本章就讲第二种方法pre com
    조회수 200회댓글 1개
    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
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