First Desktop of Summoner 7

This is exciting to create this poster with 14 characters in the demo

The Demo Screenshot of Summoner 7

Finally, all characters are in the demo!

First Elf in Summoner 7

Chuck Lin designed this character.

World map is done!

There are six big stages and 5 small stages in each of them.

Human Archer

My favorite character in Summoner 7.

September 19, 2010

Toon Character Design - Eskimo Kid (for coco&co)

September 10, 2010

Project: Akuma

Still in process



September 07, 2010

Monster Design ---- Siloo

still in progress
This creature suppose to be the concept small boss of our pitch game, but I guess no one is going to use this.
I still want to finish it. It has no teeth right now, ha ha!

August 26, 2010

Universal Play Project started!

It's a student pitched game.
The game is about creating stories between two players who are going to use basic shapes to form 
the world of stories. However, they are going to communicate with each other without texts and words. 

Here are some concept of story stages that I made in 3DS MAX

small village


viking shore


Small village

August 18, 2010

Summer Project - Free Philly Mascot -- Kneehi

Knee-Hi is the mascot in the project Free Philly
I'm the 3d/2d artist and game designer in this project.
The project is about to build an application in Surface Table for intros of Philly neighbors.
Knee-Hi, the dog will lead players to walk through 8 neighbors and play four types of small games. 

The fur part of Knee-Hi is the interesting part.  
In fact, those furs are geometries. 





August 12, 2010

Toon Character Design - Gold Girl



It took me so long to finish it. Still a lot of places have to be improved. 
However, I have to move on. 

August 08, 2010

Female Practice


August 01, 2010

Toon Character Design - Baby Bender

still under working
this is another practice from zbrush to low poly model 
this is the start from ZSphere



















July 02, 2010

Toon Character Design - Bachi NO. 1

Still in working
Finally, normal mapping and texture mapping render in Maya real-time


I re-topology the head mesh in ZBrush and export the low poly model into Maya to add teeth hair and eyeball

Render in Maya with AO


Topology 


Zbrush Model


Bachi is a skinning, optimistic and brave boy.  

June 20, 2010

ZBrush Male Practice (keep working)

Roughly finished a male body 
keep working on hands, feet and the head


Head, hands and feet were finished (maybe)



June 14, 2010

ZBrush Cartoon Character Creation



Inspiration is from Gromit and Knee-hi from Free Philly





However, my client wants hairy dog, which is hard to make from 3D into 2D, sign......

June 04, 2010

ZBrush Normal Map making

Actually it was started from zshpere, but I adjust meshes in 3DSMAX.
It's a simple practice, and I did some mistakes while dividing meshes
So, I re-unwrap the UV after carving.


 Carved enough for normal map 


Using normal map tool in ZBrush to export Normal Map
Note: when it was exported, Y axis would be flipped


test the normal map in Unity 




June 03, 2010

Zbrush Head Practice

It's a Greek teen
Base Model: ZSphere
Carve: ZBrush
Rendering: 3DSMAX




ZBrush process

May 11, 2010

Concept Art for Game Design Class

It's a concept art for a ruin city to fit our pitch project in our game design class.
The art combine two real photos and hand drawing to finish.
The little girl is the one character in the pitched game. I use a photo as a reference to re-draw it.
I intend to create a cute little girl to earn sympathy from players.

March 31, 2010

Xbox Avatar animation

The rigging file is from microsoft open source.
Platform is Maya.

March 16, 2010

First sample of Windows Mobile Phone 7

For the project rendering test, I have to test the newest XNA 4.0
which just has been released on March 15th 2010.
Let's see










































In fact, XNA 4.0 is very easy to use.
However there are several different things from XNA 3.1.
For my situation, there is no more Renderstate class. So if you want to change
any renderstate in the phone, you have to create separate state instance to change that.
like:


DepthStencilState dp = new DepthStencilState();
dp.DepthBufferEnable = true;
dp.DepthBufferWriteEnable = true;
effect.GraphicsDevice.DepthStencilState = dp;

another important thing is: phone is not allowed custom shader
In this rendering testing, I used AlphaTestEffect (drawing city), and Basiceffect (drawing City)
Basically, for a phone, it is very easy to implement 3D environment.

March 09, 2010

Velvet shader implemented in XNA

Basically,
cause I'm doing a project about XBOX avatar,
I try to use the shader that MS used in avatars.
I guess that shader is based on velvet.
So, I mixed the velvet, distant lighting and skinned model shader together to animate my looney dog in XNA.

The pity is my velvet shader is based on vertex shading
I'll try to do in pixel shading next time.

January 28, 2010

NPR shading implementation (color distortion + cel shading)























NPR shading   
Tool: ATI Rendermonkey
Language: HLSL
Concept:  
These technique takes me 5 passes to finish it. And some passes need to be improved.
Pass 0: Cel shading
Pass 1: Color distortion
Pass 2: Normal
Pass 3: image based ink shading
Pass 4: Combination (Final)
As you can see, the technique includes three common shading, Cel, Color Distortion, and normal based ink.
The feature is the color distortion:

The idea of this shading is simple:
first the color has to be changed from RGB to HSV.
Then, sample one pixels from two special texture, and compare their value.
If their differential is bigger than X, the S and V of HSV value of the mapping pixel on rendertagart should be the average of the two sampling pixels.
However, my way to transform the color space has some problems
these step still needs to be improved



January 26, 2010

Tone Shader


Tool: ATI Rendermonkey
Language: HLSL
Concept:  
Basically, this technique can be done by two pass. First, I create a basic infinite light shading to render to texture. The rendertarget uses the alpha to store the shading result. In the final pass, I use a 2D texture which is my "tone" map to lerp the last pass result. Done! 
Key Code:
pass0:
float4 ps_main(float3 pos : TEXCOORD1, float3 nrm : TEXCOORD2) : COLOR
{
    float  diffuse = min(1.0,max(0,dot(-Light_Direction,nrm)));
    diffuse = pow(diffuse,5);
    diffuse = (diffuse*4)/3.0; 
    float4 Col = float4(1,1,1,diffuse);
    return Col;


}





Pass1:

float4 ps_main(float2 tex: TEXCOORD0) : COLOR0
{   
   float4 color;
   float4 base = tex2D(Texture0,tex);
   float4 hatch = tex2D(Texture1, tex);
   color = lerp(hatch , base, base.a) ;
   return color * base; 


}