Lin Chou Cheng

24 08, 2015

Launch of TP-Autodesk Serious Games Hub

By |August 24th, 2015|Game Industry News|0 Comments

Last week on Aug 17 (Monday), 2015, we have happily seen a new addition to our Singapore Game Development Ecosystem – the TP-Autodesk Serious Games Hub at Temasek Polytechnic (TP), School of Informatics & IT.

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).

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 […]

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 […]

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 […]