3D

18 01, 2015

Base Mesh Creation Workflow with Silhouette for Games

By |January 18th, 2015|Game Modeling Techniques|0 Comments

This article is aimed to equip you with a better informed overview when constructing a 3D base mesh for games. In the art of digital model making, there are many different methods that let you manually shaping the polygons according to your liking. However, not all the methods are efficient when there is a strict requirement for you to model after a reference with precision. Therefore, I would like to share with you an alternate approach that can support you to build something that required high-level of exactness.

12 06, 2014

How to Rename an Imported Model in Autodesk Maya?

By |June 12th, 2014|Autodesk Maya & Maya LT|4 Comments

“…I am having problems to rename all my imported game assets in Maya. No matter how many times I tried to delete and change the instance name via the channel box, it just won’t budge; there is this prefixed naming convention that just […]

26 05, 2014

How to Detect Topological Flaw in Polygon Mesh?

By |May 26th, 2014|Game Modeling Techniques|0 Comments

From the last article, I have briefly discussed about the topological requirement and the types of topology error that commonly found in a 3D game model. Then, there comes a string of questions from my fellow students:

“How do we detect these mentioned topological flaws […]

7 12, 2013

Mobile Mesh Viewer for Android [Prototype version 0.2]

By |December 7th, 2013|Design & Development|0 Comments

I had this idea back in the late 2009: to build a 3D object viewer that works outside the DCC tools where it would enable 3D game artisans to evaluate other artisan’s game model without fuss.
To realize the idea, I enrolled myself into […]