Game Art Theory & Practice

15 02, 2015

About Level of Detail (LOD) in Game

By |February 15th, 2015|Game Art Theory & Practice|1 Comment

The idea of “Level of Detail”, or LOD for short, is an important topic in computer graphics as it is one of the key optimization strategy that would help your 3D graphical program, such as video game to run faster and reliably rendered across all the new and old hardware (think of the framerate in graphic rendering pipeline).

20 11, 2014

The Art of 3 Point-Light

By |November 20th, 2014|Game Art Theory & Practice|2 Comments

The workflow for setting up a 3 Point-Light in 3D environment is actually quite straightforward, as the positioning of the lights are all depended to the camera’s render view. In fact, you need to nail down the framing of your composition first before setting up the light, and always remember to lock your 3D camera after you have decided on its viewing angle, aspect ratios and pixel resolution (e.g., HD720 in the render settings etc).

1 05, 2014

How to reference a reference?

By |May 1st, 2014|Game Art Theory & Practice|0 Comments

In the Principles of Game Art Modeling, I have postulated the necessity of having visual references when you are extending parts of your target audiences’ world into the digital realm.  The referred extended realm can be in all sort of form; it could […]

28 04, 2014

Principles of 3D Modelling for Games

By |April 28th, 2014|Game Art Theory & Practice|5 Comments

3D modelling is a creative act in which it uses computer to make digital copies of everyday things, such as vehicles, machinery parts and so forth, for the purpose of visualization, communication and replication (for 3D printing).  The practice of 3D modelling is […]