Recently, I had some fun with Scratch. Even though I could probably get a better result using Unity (and with less headache), it was fun to be somewhat limited.
I decided to make a small game. Pong – with a twist. In particular, doing the enemy AI and fine-tuning the game was the most fun – like adding a bit of acceleration/deceleration to movement. Also, the visual effects was great fun.
Play the game: https://scratch.mit.edu/projects/225537836/
Blåvands Huk beach and dunes. Westernmost point of Denmark. During World War II the Germans placed bunkers along the beach as part of their surveillance and defence.
Recently at work I’ve had a need for projecting images onto 3D models and baking the textures down for use in Unity. This led me to try a few different techniques for baking texture projections. I tried Maya’s native projection, Renderman and finally Nuke, which by far was the easiest and fastest of the three. Especially since we often needed to adjust the textures and re-project them.
It is sometimes desireable to use stepped keys or tangents, to achieve a stop-motion quality in your animation. If you are unsure what I’m referring to, it is the style of animation seen in games like Harold Halibut or Armikrog.
Any graphics element like UI, sprites, meshes etc. that uses textures with transparency, can potentially suffer from white edges around transparent areas.
Making custom scripts easily accessible can be a big time saver and necessary when optimising your pipeline. This tutorial will explain how you can setup custom menus in Nuke, that will execute your own Python scripts.
Many people want to check their “values” when doing digital artwork in Photoshop. That is, how bright or contrasty different areas of their image is. Different colors are perceived as brighter or darker than others. For example, blue appears darker than yellow, and cyan appears brighter than red. This is how you correctly preview your values using a grayscale version of your image.
Latest reel, updated March 2017.
Environment variables in Nuke can be very useful for working on projects where files are not necessarily saved in identical locations. But how do you make them available every time you start your Mac?
Hammered gold, or a “hammered” look in general can be a very charming and desireable look, as it gives a feel of something handmade and naturally worn. It is also applicable to give objects an antique look.
Though this article is based on RenderMan 21.5 for Maya, it should be easily modified for any application using RenderMan.
Working document where I write down my notes about using PySide for Maya, which may prove to be useful to others as well.
Moving the player using the input from a keyboard of joystick is easy, though as soon as you start moving in a diagonal direction either using thumb sticks or pressing down two keys at once, you may notice the player will move faster compared to walking forward of sideways. Mapping to a circle can solve this issue.
Tool for fixing shelves not saving when you close Maya, along with a description of the issue if you prefer to fix it manually.
Back in the early days of the development of Feels (what would later become Lost Tracks), I knew that I wanted to use the microphone for gameplay somehow. I didn’t know what exactly, but I knew the game was about getting courage to speak so it seemed obvious that it should use the microphone.
A decision like that appeared harmless, but it turned out that is wasn’t as simple as pressing “Build and run” in Unity… It isn’t a complete nightmare, though, so keep on reading.