Posts tagged ‘slider’

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Making the Machine – part 1

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 Design, both from a technical and artistic standpoint, and perhaps shed some light on a few easily avoidable mistakes I’ve […]


The great demoscene sourcecode giveaway

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 as their compression techniques and the V2 software synthesizer. This extremely cool action seemed to trigger what can almost be […]

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Sculpting In ZBrush 101 – Part 2

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 starting the sculpting process (often the hardest part). This means that you don’t have to create a base mesh in […]


Sculpting In ZBrush 101 – Part 1

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 on what ZBrush is. ZBrush is a digital sculpting and painting application (Autodesk Mudbox is another software package that offers […]


Web demo goodies – August 2011

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 created a much talked about tech-demo called, with great efficiency: WebGL Water. The tech demo features raytracing, soft shadows, caustics […]


Modelling in Maya 101 – Part 2

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 of dull just with that default-gray Lambert-material in Maya. Colors anyone? In order to unleash your creativity and bring your […]


Making-of: “The Lacquerer”

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 up front that I will go into detail on how the movie was made. I’ll also touch upon the creative […]


Node Code: Quartz Composer Overview (Part 1 Of Infinity)

This is going to be an ongoing column, concerned mostly with execution graph technology and Quartz Composer. I originally was going to write a piece about Quartz Composer, and attempt to cover basics and some uber-cool projects done with it. The reality is that the subject is way too broad to cover in one article. […]


Syncing your real-time graphics right

For me, as a musician and designer, the most exciting part of the visual aspects of making a demo is undoubtedly the direction, editing and synchronization with the music. The problem is of course that I’m not a coder. Enter GNU Rocket – the general purpose, ad-hoc tool that gives non-coders an intuitive interface to […]


Making-of: Numb Res

Begin It was easter. We made a new demo for The Gathering 2011.Yea, that’s right – in Norway, not in Germany. I really wanted to do a new demo because I’ve been collecting new routines all winter, and it was high time they got into the wild. So about 3 weeks before easter Jani and I […]


Generating Shaders on the Fly: Stitching

Some time ago, actually in 2009, we somehow managed to win the 4k intro competition at the annual Assembly Summer event. What we released was Muon Baryon. Perhaps, for those who are interested, a Making-of would follow later on; but for now I would like to concentrate not on the intro itself but a technology […]


Modelling in Maya 101 – Part 1

Hi and welcome to this series on modelling and texturing game characters. My name is Mathias and I am a modeller on the game “Evil Junior” currently under production by Illuminatics Gameware. I will be using Maya as my main tool in this series of tutorials, but the principles I’ll touch upon applies to all […]