Game Art

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.

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).

28 06, 2014

How to make (or fake a) terrain in Autodesk Maya?

By |June 28th, 2014|Game Modeling Techniques|0 Comments

There are many different ways to craft a terrain and the choice of a given method is entirely subjected to the requirements of a project and its targeted visual output. Should the visual requirement of a terrain is meant for cinematic playback (e.g. 4K Resolution), then the terrain would need the highest level of details that a production pipeline could provide. To create such highly detailed terrain, the workflow is going to be very complex as the process to replicate a nature environment that can stand for close-up shots is tough!

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 […]

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 […]

20 12, 2013

Texturing a Sci-Fi Wall Panel with Adobe Photoshop

By |December 20th, 2013|Game Texturing|6 Comments

Need an idea for texturing a science fiction (Sci-Fi) wall panel? Then, do check out this game texturing tutorial which I had created earlier. Through this "one-step-at-a-time" YouTube tutorial, you will learn the essential workflow for how to effectively create a digital texture with Adobe Photoshop.

6 12, 2013

Collider & Pivot Point Issues in Mecanim (Unity3d)

By |December 6th, 2013|Game Animation, Unity3D|2 Comments

Have you ever try out this tutorial for setting up a controllable locomotion in Unity3D with much success? If yes, I am glad to hear that. If not, just read on!
This article is basically a follow up from my last written tutorial about […]

22 11, 2013

Game Animation with Unity 4 – Mecanim

By |November 22nd, 2013|Game Animation, Unity3D|0 Comments

In this post, I would like to share with you the quickest workflow for getting your game character into Unity. The walk-through aims to help you for being a character design developer to prototype your 3D character with a controllable-locomotion, and showcase it […]

14 11, 2013

Game Texture Creation Workflow with Adobe Photoshop

By |November 14th, 2013|Game Texturing|5 Comments

In this post, I am going to show you an example for how to create a high quality game texture with Adobe Photoshop without using any photographic-textures.  This is not a step-by-step “copy-cat” style of tutorial, but rather snapshots of an achievable digital workflow. You […]