imagination XD

realizing dream


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Nakane Eri mod for Left 4 Dead 2

You can now play as Nakane Eri on Left 4 Dead 2 (Replace Rochelle). Phew, it’s really tiring to get my model works on L4D2, I get a lot of missing textures. I’ll probably do more character later, because I need to concentrate on doing my CORE.

Download Here!

Also don’t forget that she also have LINE Sticker!

wpnknlstck

Thanks for downloading!


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[Unity UI 4.6] Parallax style menu

So yesterday I was trying to make parallax styled menu with Unity 4.6 UI, although it’s very simple to do.

  1. UnityUIPar (1)
  2. Check your canvas setting, the render mode should be Screen Space Camera.
  3.  UnityUIPar (3)
  4. After that, add empty game object like Content. Content is like a group of everything that will be moved by script
  5. UnityUIPar (2)
  6. Add this script on Canvas and set Canvas variable as your Content Rect transform.
  7. also you need to adjust minMaxAxis, it’s an array, 0 usually -15, and 1 usually 15

Here’s the script (C#)

using UnityEngine;
using UnityEngine.UI;
using System.Collections;

public class ParallaxMenu : MonoBehaviour {

 public RectTransform canvas;
 public float smoothTime = 0.3f;
 public float minMaxXAxis = new float[2]; //0 min, 1 max
 public float minMaxYAxis = new float[2]; //0 min, 1 max
 public float mouseSensitivity = 50.0f;
 private float xVelocity = 0.0f;
 private float yVelocity = 0.0f;
 private float x;
 private float y;
 private float xSmooth;
 private float ySmooth;

 void Awake(){
 Cursor.lockState = CursorLockMode.None;
 Cursor.visible = true;
 }

 void Update(){
 x -= Input.GetAxis("Mouse X") * mouseSensitivity * 0.02f;
 y -= Input.GetAxis("Mouse Y") * mouseSensitivity * .02f;

 if(y > minMaxYAxis[1]) y = minMaxYAxis[1];
 if(y < minMaxYAxis[0]) y = minMaxYAxis[0];
 if(x > minMaxXAxis[1]) x = minMaxXAxis[1];
 if(x < minMaxXAxis[0]) x = minMaxXAxis[0];

 xSmooth = Mathf.SmoothDamp(xSmooth, x, ref xVelocity, smoothTime);
 ySmooth = Mathf.SmoothDamp(ySmooth,y, ref yVelocity, smoothTime);

 Quaternion parallax = new Quaternion();
 parallax = Quaternion.Euler(ySmooth / 7,xSmooth/7,0);

 canvas.transform.localPosition = new Vector3(xSmooth, ySmooth, 0f);
 canvas.transform.localRotation = parallax;
 }
}
momoeline


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Momoe Line Sticker Available to download! [EN | JP]

EN | 英語

momoeline

Kitagawa Momoe is now Available to download on LINE! She’s character for my upcoming game. She claimed to be console gamer, but she’ll get mad if you call her “Console Peasant”. Well, short, console gamer, tsundereish, flat, how bad could it be ?

Also check out Nakane Eri Line Sticker here!

Thanks for downloading!

momoelinewp

JP | 日本語

momoelineJP

北川百恵のステッカーはLINEでダウンロードすることができるよ!彼女は私のゲームのために作ります。

LINEステッカーダウンロードこちら


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Nakane Eri Line Sticker !

nakanebanner

Yeah, my first Line Sticker!!! I’ll do Other variation with other outfit and other character later. Anyway, I should release it both Japanese and English version, but I don’t know how. So yeah, next version will have both language.

Thanks for downloading!!!

Preview

LineUserStickers

The Process

The actual idea I was making Nakane Eri Line Sticker is because I wanted to test out my blendshape and model if this model is fully animateable. I can’t draw so I just use 3D renders.

I began making it on December 3, 2015. And yeah, it’s full 3D, I just use Cinema 4D’s Sketch and Toon.

IMG_20151206_150915

And all was finished on December 5, 2016. And then Midnight Rendering!!!

IMG_20151206_150646

Rendering finished on December 6, 2015. Phew, rendering 40 images is real tiring. Rendering is kinda slow, about 5-7 minutes per images. But most of my renders are broken, so I proceed post processing session to clean broken lines.

IMG_20151206_152234

And now, I began add some text. Also adjust to Line Sticker format, about 370 x 320 PNG size and your canvas should be 350 x 300.

IMG_20151206_163532

I began submitting Line sticker at night on December 6, 2015. On December 10, 2015, my sticker is now ‘In Review’. During reviewing process, I can see that they actually access this site, I don’t know how they know this site. And on December 17, 2015, This sticker is approved by Line! Well, it was pretty ironic tho, that I didn’t get my sticker free even as creator.


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[3D] Upload Fake Cel Shade Outline on Sketchfab

Again, this is not related to game dev, but it might be useful for who want to upload cel shade on sketchfab. I’ll be using Cinema 4D, and I think it’ll compatible with all 3D Software out there. Let’s jump to the point:

  1. Get your models sketchfab ready, make sure that you don’t have any bones / skin. You can just bake the skin. Then Combine / Merge all of your model into one mesh.sketchfabx0
  2. Now make a new black material, just ignore that Display tag I add, but adding display tag would make it easier to see. In Cinema 4D, right click your outline model and choose Cinema 4D Tags > Display then turn on Backface Culling.sketchfabx1
  3. Go to Polygon / face mode, and select all, and then extrude it a little.
    sketchfabx2
  4. This is not really necessary, but this could lighten up your model. After extruding, reverse selection your polygon selection and then delete it. In Cinema 4D, press U+I
    sketchfabx3
  5. Now select all again and then reverse normal, in Cinema 4D, press U+R
    sketchfabx4
  6. Now you finally get fake cel outline, let’s export to FBX and upload to sketchfab.
    sketchfabx5
  7. Choose black outline material that you created and set Face Rendering to Single Sided. And you just need to setup your model. If you want to get Cel shade, then use Emitter on all your model without any diffuse or something.
    sketchfabx6
  8. Take a look at my fake cel outline

https://sketchfab.com/models/31ea843181114fda84d8895b7610e936/embed

Akemi Homura
by IMGVERTEX
on Sketchfab


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[C4D, Maya, Blender] Convert FBX to MMD

This is not game dev related, but you can also import your MMD’ed FBX model to Unity, and it gives you better physics simulation using stereoarts’ MMD4Mecanim, read tutorial here.

Anyway, I maybe will stop posting about tutorial, cause I think I post too much that my blog almost become educational site. Beside, I think there’s enough tutorial on Unity. I’ll maybe post a research about porting 2D traditional anime to Unity 3D Cel shaded Anime or Unity tips, not tutorial anymore.

On my previous post about MMD, I only tell you how to import PMD or PMX to Unity, but now, I’ll tell about how to make your own MMD model using Maya, Blender, or Cinema4D. You can also import PMD model to Cinema 4D by using MMDTools.

If you already made model with Blender, you could simply jump to step 3, and export it as PMX by using Blender2Pmx.

In this post, I’ll use Cinema 4D.

What you need is

  1. c4dmmd0Prepare your 3D character and get it MMD compatible. Everything must have skin, don’t attach head mesh to head joint. Blendshape is supported on latest version of FBX (2014 or 2015).
  2. c4dmmd1Export to FBX
  3. c4dmmd2Now, open your blender. I use blender 2.76, yep it’s totally fine just use 2.72
  4. c4dmmd3If you had problem with built-in FBX importer, try use Experimental FBX as in 2.72, else, you have to copy experimental FBX from 2.72 to your blender addon folder, along with blender2pmx
  5. c4dmmd4from blender 2.72 folder, copy io_scene_fbx_experimental to your blender addon folder. Do the same with your blender2pmx.
  6. c4dmmd5After you installed both PMX and FBX plugin and turned it on, import your FBX by using Experimental FBX import. Also check automatic bone and manual orientation if you had problem with your model.
  7. c4dmmd6Select all by pressing CTRL + A and export to PMX
  8. c4dmmd7open your PMX Editor and open your PMX file
  9. c4dmmd8Well, now you got your own 3D Model on MMD. I don’t really know how to set up physics on PMX.


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MEMEME Dance Cover | Anime Unity Experiment Part I

itsudatte

MEMEME Dance cover animated with 12FPS convert to 24FPS via virtualDub.

Ah where i’ve been ?! Just came out from cave and decided to write an article on my blog. (^・ω・^ )

I want to test out / render my anime technique on Unity. Let’s get MEMEME by Teddyloid feat. Daoko dance motion as example. I still need to fix its shader toon effect cause it looks breaking. Maybe I need to make modifications on stereoarts.jp shader just like how I modify Unity-Chan shader. I’ve seen how Guilty Gear builds their 3D Anime style but I think it’s very very very long and complex (as always, my brain starts say “Ain’t nobody got time for that!”). So this is my own 3D Anime method.

Shader

On my earlier animation, I used modified Unity-chan shader. Since Stereoarts’ shader was compiled to cginc, it’s kinda difficult to modify it. I need to add Normal map and fix its toon ramp. You maybe say, Normal map is stupid to Anime, but you can make fake cloth fold by using normal map, I’m not going to make detail with Normal map, just fake cloth fold cause Anime without cloth fold is weird…

Unity Personal (64bit) - newshader.unity - New Unity Project - PC, Mac & Linux Standalone DX11
Unity-chan shader

  • Pros
    • Runs SSAO nicely (modified only)
    • Sometimes can give you really nice result
  • Cons
    • Not Support DX11
    • Can cause overbright sometimes
    • No outline color controller
    • Normal map has no function at all
    • No DoF / SSAO support (original one)
    • Many things to be set
    • Specular ?! Do you really think anime has Specular reflection ?

Unity Personal (64bit) - itsudatte.unity - New Unity Project - PC, Mac & Linux Standalone DX11_4

Stereoarts.jp shader

  • Pros
    • Support DX11 / Global Illumination
    • Full control
  • Cons
    • No normal map for fake cloth folds
    • SSAO makes it looks darker and unrealistic

Scene

So about 2 Cameras, I have to use Forward rendering cause deffered can’t render depth camera.
Why do you need Depth Camera ? Cause, if you want to have SSAO / Motion Blur / any other Post effect only on environment, then you have to split / make 2 cameras. 1 for environment and 1 for character. The minus is, Character won’t cast shadow. Your character / actor must have their own layer, for example “Actor” so in your Actor Camera, set culling mask to Actor only, depth = 1, and set clear flag to depth only. Remember to put Actor camera as a children of Environment camera. So you only need to animate environment camera.

For environment post processing, you can use effect like Depth of Field (but it wont affect actor), motion blur, SSAO, and even paint effect. Leave actor camera no effect.

Also, if you want to make games instead of animation, you can use deffered or just single camera and use baked AO instead of SSAO. There’s no such SSAO on anime character.

I’ve been made modified Unity’s SSAO that cull actors layer, but it doesn’t work and it only shows environment no actors.

Motion

Background motion blur

Background motion blur

Anime usually has framerate of 12FPS and doubled / repeat it to 24FPS cause most film has framerate of 23.976 / 24FPS. I much prefer full 24 FPS than doubled 12FPS. To convert 12FPS to 24FPS, I use virtualDub. First, I render 12FPS on Unity then import on VirtualDub (Source 12FPS and convert to 24FPS) and done, it seems like the frame was doubled to become 24FPS.

As on Guilty Gear, they draw every motion on every frame and use step interpolation. Although it looks very anime style, but it’s very complex and took very long time. Simply decreasing framerate will do the same even you use Spline interpolation animation like mine. “Wait! The game should run in 60FPS! You can’t simply decreasing framerate to 12FPS to have anime looks!” Man! Think, readers! Think! Decreasing frame rate is possible via FBX (on Unity it should be named “samples”). I’ve tried compressing keyframe / frame rate through FBX.

Anyway more research are coming soon!

Read more about MMD on Unity
https://laboratoriesx86.wordpress.com/2015/04/26/tutorial-mmd-4-unity/

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