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Historica Fantasia Devblog 8 Protype Units

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Historica Fantasia Devblog 8 Protype Units

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Historica Fantasia Devblog 8 Protype Units

  1. 1. @OtakuEatMama : @HistoricaFantasiaDevBlog : Zenneth@zodiac-alliance.com 1 By Matumit Sombunjaroen V1.0 2017/07/24 Historica Fantasia Dev Blog Chapter8: Prototype Units
  2. 2. @OtakuEatMama : @HistoricaFantasiaDevBlog : Zenneth@zodiac-alliance.com 2 Color Slot Production Procedure
  3. 3. @OtakuEatMama : @HistoricaFantasiaDevBlog : Zenneth@zodiac-alliance.com 3 Target Highlight toward adjacent Bright Color Red, Green => Yellow Blue , Green => Cyan Blue, Red => MagentaBase Color Shadow contain Opposite Color Red <=> Cyan Blue <=> Yellow Green <=> Magenta
  4. 4. @OtakuEatMama : @HistoricaFantasiaDevBlog : Zenneth@zodiac-alliance.com 4 Initial Setup Make the Image 2000x This will make it more convenient to work on than 2048x After the work is done, we can Resize it down to 1024x Split The Horizontal Grid to 20 Sections **Unity have Automated Image Compression** It is more convenient to work on a large file then compress it down, than to create a small texture and have problem making it big later
  5. 5. @OtakuEatMama : @HistoricaFantasiaDevBlog : Zenneth@zodiac-alliance.com 5 Color Spectrum Use the Gradient Tool and Spectrum preset to create a Color Spectrum Edit => Pixelate => Mosaic and set Cell Size value to 100 This will divide the Cell to 20 Even Columns Because Red is duplicated on the Right We can delete it to make Monochrome Column
  6. 6. @OtakuEatMama : @HistoricaFantasiaDevBlog : Zenneth@zodiac-alliance.com 6 Base Color Shifting Split vertical parts into 4 equal Sections Create a Vertical Monochrome Gradient on the top part, Mosaic it, then duplicate like in the image Color Dodge Difference Color Dodge shift the Highlight to the Base Color that we wanted Gradually lower Opacity for top Colors The Base Color is blended with opposite Color Obsolete, Reference only Process this in ShaderForge
  7. 7. @OtakuEatMama : @HistoricaFantasiaDevBlog : Zenneth@zodiac-alliance.com 7 Leveling Multiply Adjust the Opacity accordingly, We Finally got the Color Chart that we wanted However, Because we only need 5 Levels We will extract only the Parts that we need Screen Original De-saturated Reserved for Metal Shader To be Change accordingly Reserved for Faction Colors In case anything else are needed Obsolete, Reference only Process this in ShaderForge
  8. 8. @OtakuEatMama : @HistoricaFantasiaDevBlog : Zenneth@zodiac-alliance.com 8 Color Slot Production Take 2
  9. 9. @OtakuEatMama : @HistoricaFantasiaDevBlog : Zenneth@zodiac-alliance.com 9 Color Chart After reviewing the Process, Color Shifting was easier to be done in Shader Forge So, we only use HardLight to create the needed Base Spectrum Metal Part is simply the part where there will be Specular The Latter Part is reserved for anything that might came up Original Metal Reserved For anything else
  10. 10. @OtakuEatMama : @HistoricaFantasiaDevBlog : Zenneth@zodiac-alliance.com 10 Masking Mask the Metal part with White in Alpha Channel Alpha Channel can be extracted in Shader Forge
  11. 11. @OtakuEatMama : @HistoricaFantasiaDevBlog : Zenneth@zodiac-alliance.com 11 Faction Color Red ( 0.025, 0.875 ) U = 0.025 V = 1 – ( 0.05*2 + 0.025 ) = 0.875 Blue ( 0.675, 0.875 ) U = 13*0.05 + 0.025 = 0.675 V = 1 – ( 0.05*2 + 0.025 ) = 0.875 Shift from Base to Metal Add Vector2( 0, 0.25 ) 5*0.05 = 0.25 0.0250.05
  12. 12. @OtakuEatMama : @HistoricaFantasiaDevBlog : Zenneth@zodiac-alliance.com 12 Prototype Unit Models
  13. 13. @OtakuEatMama : @HistoricaFantasiaDevBlog : Zenneth@zodiac-alliance.com 13 LODs The Model will be create for Medium Long Shot Then, use Simplygon to make LODs Medium Long Shot ~ 20 Models ~5000-10000 poly each 200000 Long Shot ~80 Models ~2000-5000 poly each 400000 Extreme Long Shot <=200 Models ~500-2000 poly each 400000
  14. 14. @OtakuEatMama : @HistoricaFantasiaDevBlog : Zenneth@zodiac-alliance.com 14 Automatic LOD Automatic LOD will be use for the time being, If the Performance is not satisfactory, We will try Simplygon instead. Since We already have Fracturing & Destruction, Upgrading to Mega Pack is more convenient (+30USD)
  15. 15. @OtakuEatMama : @HistoricaFantasiaDevBlog : Zenneth@zodiac-alliance.com 15 **FBX EXPORT NOTES** - Set all Materials to Lambert - Use PNG - Don’t Forget to Parent Items to right Bone - iClone use Hand Down T-Pose by Default
  16. 16. @OtakuEatMama : @HistoricaFantasiaDevBlog : Zenneth@zodiac-alliance.com 16 Shielder Main Poses: Idle, Walk, Dead, Melee, Defense
  17. 17. @OtakuEatMama : @HistoricaFantasiaDevBlog : Zenneth@zodiac-alliance.com 17 Rifleman Main Poses: Idle, Walk, Dead, Melee, Fire
  18. 18. @OtakuEatMama : @HistoricaFantasiaDevBlog : Zenneth@zodiac-alliance.com 18 SpellLancer Main Poses: Idle, Walk, Dead, Melee, Bless
  19. 19. @OtakuEatMama : @HistoricaFantasiaDevBlog : Zenneth@zodiac-alliance.com 19 RuneCaster Main Poses: Idle, Walk, Dead, Melee, Casting
  20. 20. @OtakuEatMama : @HistoricaFantasiaDevBlog : Zenneth@zodiac-alliance.com 20 Side by Side Comparison
  21. 21. @OtakuEatMama : @HistoricaFantasiaDevBlog : Zenneth@zodiac-alliance.com 21 After thoughts Large Shield is a real hassle when Animating Hard to do dynamic animation Need to rethink overall design Model need averagely Long arms to hold Rifle ….Use Rockbuster-type Hand Cannon instead Need more Armor Need to redesign Cap Ref Swan’s Form Rune Circles are a pain to animate + They Blocked vision Just take them out
  22. 22. @OtakuEatMama : @HistoricaFantasiaDevBlog : Zenneth@zodiac-alliance.com 22 Revamped Shader Forge Shader
  23. 23. @OtakuEatMama : @HistoricaFantasiaDevBlog : Zenneth@zodiac-alliance.com 23 Base Color This will give the same effect as an unlit shader Texture2D Node will produce the output needed But If User wanted the Node to be expose in Editor, TextureAsset node is needed
  24. 24. @OtakuEatMama : @HistoricaFantasiaDevBlog : Zenneth@zodiac-alliance.com 24 Add Light Color Blending LightColor node will add Light Color to base Color However, because the base shading is unlit, It creates instant color change when going near point light Since we NEED point light to simulate fire, this is needed to be fix
  25. 25. @OtakuEatMama : @HistoricaFantasiaDevBlog : Zenneth@zodiac-alliance.com 25 Light Blending Multiply with Light Attenuation will add blending……but It also create Shadowing from Other Objects, which is not what we wanted, since we need to do Toon Shadowing But Receiving Shadow is also Created Color is gradually blended
  26. 26. @OtakuEatMama : @HistoricaFantasiaDevBlog : Zenneth@zodiac-alliance.com 26 Adjust Key-light Setting For the time being, Shadow from Key-Light got soften down, to allow toon step shading Further experiment will determine whether we keep this method or not
  27. 27. @OtakuEatMama : @HistoricaFantasiaDevBlog : Zenneth@zodiac-alliance.com 27 Add Atmospheric Color Blend Color with Linear Light to add more Color to overall model While Adjusting Directional Light pretty much do the same Effect, Directional Light is Global, while Shader is Local This Allow for more Control, such as making Unit Brighter in the dark
  28. 28. @OtakuEatMama : @HistoricaFantasiaDevBlog : Zenneth@zodiac-alliance.com 28 Grouping Base Color Nodes Use Set to Group Base Color to a Single Node, then use Get to get Node Data
  29. 29. @OtakuEatMama : @HistoricaFantasiaDevBlog : Zenneth@zodiac-alliance.com 29 Toon shadow Step – Half Lambert These Nodes will create Half-Lambert Where the Key Value will be constant base on Lighting Direction, And is independent of Intensity
  30. 30. @OtakuEatMama : @HistoricaFantasiaDevBlog : Zenneth@zodiac-alliance.com 30 Toon shadow Step – Step Value Using Step(A<=B), The value for Shadow will be created
  31. 31. @OtakuEatMama : @HistoricaFantasiaDevBlog : Zenneth@zodiac-alliance.com 31 Toon shadow Step – Shadow Color 1st Add RGB Color to Shadow step will change Shadow’s overall color 2nd Texture=>OneMinus=>RGBToHSV=>HSVToRGB to extract opposite Hue 3rd Blend Opposite Color with Shadow Color via Linear Light to get final Shadow Color 4th Multiply this to Base Color to get Final Result Switch Node is being use, to test which one is more desirable Base Shadow W/ Opposite Color blend
  32. 32. @OtakuEatMama : @HistoricaFantasiaDevBlog : Zenneth@zodiac-alliance.com 32 Metallic – RimLight 1st Use Fresnel to get outer lying glow 2nd Get Dot Product of NormalDir*LightDir => Then OneMinus to inverse it 3rd Multiply everything to Get Final Kicker Fresnel without Inverse Dot Fresnel with Inverse Dot
  33. 33. @OtakuEatMama : @HistoricaFantasiaDevBlog : Zenneth@zodiac-alliance.com 33 Metallic – Gloss I cant remember how it worked anymore, Mainly, using Dot Product of HalfDir * NormalDir and Multiply it with Dot Product of NormalDir*LightDir
  34. 34. @OtakuEatMama : @HistoricaFantasiaDevBlog : Zenneth@zodiac-alliance.com 34 Metallic – Add the Lights Add all of the Lights together Rim Light Specular Added Both
  35. 35. @OtakuEatMama : @HistoricaFantasiaDevBlog : Zenneth@zodiac-alliance.com 35 Metallic – Masking Masking for Metal Part was added to Texture’s Alpha Channel Multiply it to part that need Lighting to get final Glow
  36. 36. @OtakuEatMama : @HistoricaFantasiaDevBlog : Zenneth@zodiac-alliance.com 36 Blend up everything With Highlight + Masking Add Light Layer to Base Color Without Highlight
  37. 37. @OtakuEatMama : @HistoricaFantasiaDevBlog : Zenneth@zodiac-alliance.com 37 After thoughts – No Metal Masking Metallic Parts don’t look good in bright condition Base Color should be Darker, And they should use their own Shadow steps for better highlight
  38. 38. @OtakuEatMama : @HistoricaFantasiaDevBlog : Zenneth@zodiac-alliance.com 38 After thoughts – Self Shadowing ….They just look hideous, We will take out this Outline is hard to be seen in the dark Add RimLight to Base Color as well
  39. 39. @OtakuEatMama : @HistoricaFantasiaDevBlog : Zenneth@zodiac-alliance.com 39 After thoughts – Opposite Color Shadow Even just for a bit, Colors seem more vibrant In Final Production, -Add more Shadow Steps -Give Metal Part its own Steps -Rim Light for Base Color
  40. 40. @OtakuEatMama : @HistoricaFantasiaDevBlog : Zenneth@zodiac-alliance.com 40 Faction Color
  41. 41. @OtakuEatMama : @HistoricaFantasiaDevBlog : Zenneth@zodiac-alliance.com 41 Mesh Types Skinned Mesh must be access via SkinnedMeshRenderer While Static Mesh must be access via MeshFilter They don’t share Common Inheritance
  42. 42. @OtakuEatMama : @HistoricaFantasiaDevBlog : Zenneth@zodiac-alliance.com 42 Instantiate Meshes **Really important** **Just found out this Process Breaking Issue** **DO NOT** work on sharedMesh Otherwise, THE ORIGINAL DATA WILL BE ALTERED Clone Meshes need to be made, But more Memory will be used
  43. 43. @OtakuEatMama : @HistoricaFantasiaDevBlog : Zenneth@zodiac-alliance.com 43 Test – Duplicate Material Instead I’ve tried testing Duplicate Material instead of Duplicate Mesh The Result – No change in Memory Used But SetPass is nearly doubled
  44. 44. @OtakuEatMama : @HistoricaFantasiaDevBlog : Zenneth@zodiac-alliance.com 44 However, Regardless of increased Unit Types SetPass calls remained almost a Constant
  45. 45. @OtakuEatMama : @HistoricaFantasiaDevBlog : Zenneth@zodiac-alliance.com 45 Comparison Duplicate Materials (Constant of 2 Materials) – - SetPass doubled, but remain almost a constant regardless of the Number of meshes - Easier to Setup Model + Script Duplicate Meshes (Increased per Unit Type) – - SetPass Minimized - Need Sub-meshes -> Harder to Setup Model - Memory Usage doubled per Model type Issues with SetPass increased is less significant than possible Problems with Increased Memory Consumption + It’s just harder to setup As such, We will change to using Duplicate Materials instead
  46. 46. @OtakuEatMama : @HistoricaFantasiaDevBlog : Zenneth@zodiac-alliance.com 46 Fixed Shader Metal Mask was moved to a new Texture, using Red Channel Faction Color Mask is temporary for now, using Green Channel
  47. 47. @OtakuEatMama : @HistoricaFantasiaDevBlog : Zenneth@zodiac-alliance.com 47 Faction Color Manager Faction Color Manager Will duplicate the base Material, and create a new one per Faction Color The Units will then reassign all Materials based on their Factions
  48. 48. @OtakuEatMama : @HistoricaFantasiaDevBlog : Zenneth@zodiac-alliance.com 48 Automatic LOD
  49. 49. @OtakuEatMama : @HistoricaFantasiaDevBlog : Zenneth@zodiac-alliance.com 49 Automatic LOD …….At the very least, It’s not working well for the Meshes May be it’s due to Color Slot Method May be the models are too small I don’t know why, Any how, It’s not working
  50. 50. @OtakuEatMama : @HistoricaFantasiaDevBlog : Zenneth@zodiac-alliance.com 50 Mesh Simplify …….And for some reason, Mesh Simplify…worked Even when they came from the same Publisher ….But they don’t have LOD generated
  51. 51. @OtakuEatMama : @HistoricaFantasiaDevBlog : Zenneth@zodiac-alliance.com 51 Unity LOD Group …Figured out how to use Unity’s LOD Group…. …..But I’m not going to use it What happened is, Unity treated each LOD as different Objects, Meaning that, Animation Controls must be send to all Objects In order for them to sync properly ….It’s just way too much of a hassle OR, we had to skinned each LOD mesh to the same bones, inside XSI instead…. Which is also another hassle. Figured how to work it out, NEXT PAGE
  52. 52. @OtakuEatMama : @HistoricaFantasiaDevBlog : Zenneth@zodiac-alliance.com 52 Unity LOD Group …Just Duplicate the Meshes INSIDE GameObject The Meshes will retain Skinning Parameter Then Add Mesh Simplify to each Meshes Then, Drag each Mesh to LOD Groups WALLAH!!! THEY WORKED NOW!!! Note to Self: Create Automated Editor for this Process Figured how to work it out, When about to quit for the day

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