Fujimod
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A horror-themed, interactive build guide for two Halloween cosplays: a pyramid-helmet executioner and a swollen, bandage-headed nurse.
LifestyleTypeScript · CSSGitHub @UvinduBroOnlineOwner unconfirmed
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The maker's introduction consists of the line above. Read the repository README for more details. Repository README ↗
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Read the full README ↗A horror-themed, interactive build guide for two Halloween cosplays, built for 31 Oct 2026, 19:00 (Asia/Colombo):
Every number comes from typed data files and live measurements. The 3D models are procedural, the 1:1 templates are generated from the geometry, and every sound is synthesised in the browser.
Fan-made cosplay build guide. Not affiliated with or endorsed by any game publisher.
| Area | What you get |
|---|---|
Landing (/) | Glitch title, Colombo countdown, cursor-flashlight reveal, a 3D hero with both figures in shader fog (turntable character sheets, original procedural figures or your own scans), rusted name plates, flashlight mode, duo moment, tilt on phones and an easter egg (type uvi or ruvi). |
Hubs (/uvi, /ruvi) | Sticky, keyboard-accessible tabs: Overview · Measure · 3D · Build · Templates · Paint · Body · Safety · Schedule · Sources. |
| Fit lab | Measurement form with how-to SVGs. The 3D model, every template dimension and every number in the text update live. Named profiles are saved in the browser. |
| 3D viewers | Camera presets, X-ray, measurement labels, exploded slider, assembly scrubber with step text, raw/finished noise shader, dark scene with flashlight, mannequin, screenshot and two-finger touch controls. |
Templates (/uvi/print, /ruvi/print) | Flat SVG patterns unfolded from the geometry, tiled on A4 at true 1:1 with 1 cm overlaps, crop marks, A1/A2/B1 page labels and a 10 cm calibration square. Print via CSS @page, or use Export PDF (jsPDF + svg2pdf.js). |
| Step mode | A full-screen card per step with big text, a mini 3D view, swipe navigation and a Wake Lock toggle. |
/progress | A combined checklist board: the schedule per person, build steps and shopping lists. |
/gallery, /booth | Local-only photos in IndexedDB, and a "scare test" photo booth (grain, flicker, red tint) processed on the device. |
/duo | Both builds side by side with linked cameras. |
| Extras | Drying timers with notifications, shopping lists with "copy as text", synthesised ambient audio (off by default), a cm/in toggle, calm mode and support for prefers-reduced-motion. |
A "streaming special" look: each build is an episode, with a poster-style header (giant condensed Anton title, outlined subtitle, meta chips, ▶ Play/Resume into step mode, and a "What's next?" panel with your next two steps). Each episode has its own accent: ember #E8833A for UVI and formalin #8FD3C8 for RUVI. Pitch-deck sections (brush-stroke headings, "The plan" big-number stats, "The cast" cards) sit below the landing hero. Panels are rounded "screens" with hairline gradient edges and no backdrop blur, so they stay cheap on phones.
Key art comes from the character sheets: npm run frames (also run automatically before dev and build) slices each sheet into public/characters/generated/*-frame-N.webp, so pages load one pose instead of the whole sheet. Below-the-fold art loads after the page.
Next.js 16 (App Router, Turbopack, Cache Components), TypeScript (strict), Tailwind CSS 4, three.js with @react-three/fiber, @react-three/drei and @react-three/postprocessing, framer-motion, zustand (persisted to localStorage), jsPDF with svg2pdf.js, and vitest.
Requires Node.js 20.9 or newer (22 recommended).
npm install
npm run dev # http://localhost:3000
| Script | Does |
|---|---|
npm run dev | Development server |
npm run build / npm start | Production build and server |
npm test | Vitest: geometry (5.1 edge lengths, angles, unfolding, sections, window, scaling), dress pattern, mask and tiling |
npm run lint | ESLint (Next.js core-web-vitals + TypeScript) |
npm run typecheck | tsc --noEmit |
npm run frames | Slice character sheets into per-pose WebPs for posters |
next build, output: .next).Or use the CLI: npm i -g vercel && vercel (preview), then vercel --prod.
Hero assets are detected at build time, so redeploy after adding or replacing files in public/characters or public/models.
app/ routes (landing, hubs, print, progress, gallery, booth, duo, sources)
components/3d/ viewers, models, mask geometry, hero scene and figures
components/ui/ tabs, fit lab, templates, step mode, timers, gate, overlays…
data/ uvi.ts, ruvi.ts, schedule.ts, site.ts (all build data, typed)
lib/ geometry.ts, uvi.ts, ruvi.ts, templates.ts, tiling.ts, units.ts, store.ts, audio.ts…
lib/__tests__/ vitest suites
public/characters/ character sheets / frames for the hero
public/models/ optional .glb scans for the hero
All instructions and numbers live in data/*.ts. Text uses unit tokens, so the inch toggle and the fit lab can rewrite them:
| Token | Renders |
|---|---|
{32} | 32 cm (or inches) |
{2.5–3} | a range |
{$skirtWidth|0} | a live value from lib/uvi.ts / lib/ruvi.ts, here with 0 decimals |
{mm:25}, {m:2.5}, {m2:3}, {ml:500} | other units |
{n:$k} | a plain number |
The helmet is defined by the six vertices in data/uvi.ts. Everything else (panels, angles, formers, window, templates and the 3D model) is derived from them, and the tests check the published edge lengths.
The hero picks, per character, the first of these that exists (checked at build time):
public/models/uvi.glb / public/models/ruvi.glb. For example, a phone scan of the finished costume made with Polycam, Luma AI or KIRI Engine and exported as GLB (aim for under 10 MB; decimate if needed). It is auto-scaled to a 2 m slot, centred and stood on the floor, and keeps every interaction (tracking, hover flare, tap to step forward).public/characters/uvi-1.png … uvi-4.png (.webp also works), in the order front ¾, side right, side left, back.public/characters/uvi-sheet.png (a .webp next to it is preferred). It's one wide image with four equal-width poses in the same order, sliced by UV offset.Add ?figures=original to the landing URL to see the original figures even when sheets exist.
Sheet backgrounds: if the image has real transparency, its alpha is used. If it's opaque, a shader keys out the background against the sampled corner and edge colours and feathers the edges. Tune keyStrength per character in data/site.ts; if it still looks rough, export background-removed PNGs. Keep each frame at 2048 px or less (WebP or KTX2 recommended). If the artwork is someone else's, set credit in data/site.ts to show a credit line under the figure.
The hero is kept off the main thread until the visitor interacts: a 2D canvas poster stands in, and the WebGL scene fades in on the first pointer move, tap, scroll or key press.
prefers-reduced-motion remove flicker, glitch, jitter and transitions, and freeze the fog.Measured in this container with Lighthouse 12 (simulated slow 4G, 4× CPU slowdown). Because the container is noisy, results varied by a few points between runs.
| Page | Performance | Accessibility | Best Practices |
|---|---|---|---|
/ | 92–93 | 100 | 100 |
/uvi | 91 | 100 | 100 |
/ruvi | 89–92 | 100 | 100 |
/progress | 93 | 100 | 100 |
/uvi/print | 94 | 100 | 100 |
3D is excluded from first paint: every WebGL canvas is lazy-loaded with ssr: false and mounts only after the first interaction.
The tutorials this guide draws on are listed on /sources and in each hub's Sources tab.