First Desktop of Summoner 7

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

December 05, 2012

On the way to become an indie maker.....

prototyping my second indie game: Summoner 7 (all characters are pre-holders and not from my design) new progress: I got VFX work! I summon the to fight! ...

May 08, 2012

Transferring animation tool for Theblu makers

In Theblu, makers are allowed to submit same kind of species. However, since the model won't be the same from different makers, the rig and the animation  would be different. However they could be similar. So we need such a tool to help us to create easy animation from old animation resources. The tool allows user to export animation data as text file and apply on to other similar skinned model. For example, we are going to transfer the swim...

March 21, 2012

Custom fire particle UV distortion shader in Unity

It's a really common solution to simulate realistic fire in cheap way. (without frame animations) But it's not built in Unity 3.5...... So, I tried to make my own. The shader is composed by: additive + noise UV distiortion Fire texture is from Unity package (no alpha value): the noise texture is from Unity community: The scene is used only for this demo and came from Unity community. Let's see the result: first: just the additive...

March 20, 2012

Garibaldi Fish

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March 13, 2012

School Shark wip

School Shark has many names: Soupfin Shark,  Tope Shark, Snapper Shark, Vitamin Shark....etc It's a really beautiful creature, and it's going to be in theblu!!   Done! in three days.......

February 07, 2012

Issue of Mirrored UVs and Normal Map when rendering in Unity

Recently, I found my model has normal map seam when rendering in Unity with our custom shader. And I try to use the Unity built-in shader to render it. The result shows that there's no seams. How strange? Soon I found that because of all UV of my models are symmetry. It means that half of my UV are flipped. Hence, the binormal of the half model has been reversed. (tangent basis is calculated by normal and UV, http://www.3dkingdoms.com/weekly/weekly.php?a=37)....

January 12, 2012

The key rig system in "Way"

The game we (me, Chris, Walt, Katherine, Paulwei and Cynthia) made in ETC won the award of developer choice in IndieCade 2011 and also has been elected into IGF final list this year. Here I'm going to show you how we make our character so simple but so vivid. First take a look of our promotion clip (made by Chris) WAY - IndieCade 2011 Celebration Trailer from Chris Bell on Vimeo. So, in "Way", players have to manipulate their own character...

January 05, 2012

Maya tools I wrote in 2011

For our makers, we decide to develop our own plugin for every 3D software, so that makers can make assets easily. I start from Maya.  There are five tools in this set. Pre-verification tool, Chain renaming tool, Joint cleaning tool, Skin weighting tool, and Symmetry modeling tool.  This tool is the key of this plugin. It helps makers to check all kinds of rules of making wemo art assets, including static models, rigged models, and animations....