Making the Machine – part 1
The following series of articles would be an attempt to describe the creation process of my demo called "Machine".
The following series of articles would be an attempt to describe the creation process of my demo called "Machine".
In the last few days, a number of well-known demoscene groups have released their graphics engine and tools sources. Here are all of them.
In this series, we will investigate some of the game-changing techniques that have made ZBrush so popular among digital artists.
In this series, we will investigate some of the game-changing techniques that have made ZBrush so popular among digital artists.
We take a look at what the month of August had to offer in terms of JS, HTML5, WebGL and Flash coolness. In short: all awesome internet visuals round-up time!
In the second part of our ongoing series about modelling and texturing in Maya. With our 3D-mesh and UV-layout ready to go, we will proceed to Photoshop to bring the character to life with multiple texture layers.
The maker of "The Lacquerer" takes you through all the steps of making the animated short, including his personal perspectives on art and the creative process.
An ongoing column diving into execution graph technology and Quartz Composer in particular. Covering basics as well as some very cool projects done in QC.
What's the most exciting part of making a demo or other non-interactive presentation? Ask a programmer and they'll tell you it's coming up with smart solutions and cool code. Ask a musician..? It's all in the sync.
Particles are just a primitive like polygons or lines – not interesting in themselves. Creating and rendering a lot of them is easy. Making them do something interesting and look good is a completely different kettle of fish.
Preamble In hopes that most people enjoy makingof’s as much as I do, the following series of articles would be an attempt to describe the creation process of my Revision demo called “Machine” by Ümlaüt
Something really interesting started happening a few days ago, when the well-known demoscene group Farbrausch released the source codes for most of their projects and tools, including the coveted Werkkzeug 3 demo-making tool, as well
I recently embarked on a new experiment which I believe will be of particular interest to the Displayhack audience. I started with a fairly simple question: is it possible to use genetic algorithms to generate
Welcome back! In this part we will start sculpting a humanoid character using ZSpheres. ZSpheres is a very useful (and powerful) tool in that it offers you a super-fast and highly flexible way of getting
Hi and welcome to this series on sculpting in Pixologic ZBrush. In this series, we will investigate some of the game-changing techniques that have made ZBrush so popular among digital artists. First, a quick primer
The techniques I’m going to be describing here were created and/or implemented to pack my entry to the Mozilla Demoparty: Magister. Huge thanks to my friend Nicolás Alvarez for helping squeeze every last byte out of this.
For this month’s roundup of things moving and shaking on the web, we’ll dip into the pool as well as reunite with our good old friend; the Cornell Box. Above: Evan Wallace has once again
Welcome back! We created a character in part 1, using various 3D-modelling techniques inside of Maya (or your preferred modelling package). We now have our 3D-mesh and UV-layout ready to go, though our character looks kind
Hi, I’m Ollie “cosmic” Borgardts, and I am the creator of the animated short “The Lacquerer”. I’m going to do my best to make this an interesting and entertaining read, but I should probably say
Going for 88 mph? Right this way.
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