low poly

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).

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.

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 […]