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Invoke

1444 days ago by pixtur

In the second 64kb intro we made with Tooll, I played with de(con)struction: I wanted glitches, video artefacts, wild editing synced to an abstract IDM track.

The first test scenes were really abstract and more following a 2D flat black and white scheme you can see at the first 30 seconds.


Bitcrusing (2008) - Mockup for "Invoke" in Photoshop

Whatever you prefer (2008) - Mockup for "Invoke" in Photoshop

Sadly this didn't work well with the wonderful music by Szelei Kis Gergely (Gargaj). So the final piece got a little bit away from the original concept sketches.

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Malewitsch

1613 days ago by pixtur

Malewitsch was originally meant to be a proof of concept for Still's new realtime content creation suite for 64kb intros: Tooll. After working ages on abstract bitmap scenes for texture generation, we decided that it would be much better to work on a concrete project. The inspiration for the theme came from lead programmer Daniel Szymanski (cynic), whose common test scene consisted of a black square on a white background: Suprematism at its best.


Welcome to Russia (2007) - Concept art done in Photoshop


King of cubes (2007) - Concept art pencil/Photoshop

Temple (2007) - Sketch on paper

A world of cubes

I started with sketching in Photoshop and I finally developed a concept around a world of cubes. This basic object promised both to be a sufficient building block for quiet complex scenes and easy enough to be implemented. In a quick session I came up with a motion sketch in Maya which I slightly boosted up with post processing. This was supposed to be our reference for the next couple of months: Our goal was to reproduced this animation in 64kb.


Malewitsch (2007) - Mockup in Photoshop

Original 3d models were rebuilt with Tooll using basic mesh and scene operators. With these sample scenes, we worked on a look which was doable with a shader model 2 post render pipeline.


Temple made of cubes (2007) - first engine tests

Ride my white horses (2007) - overpaint of flat shaded geometry

Tooll's very basic instancing and replicate operators proved to be friendly for experiments. Playing around with realtime building blocks became a steady source of inspiration.


Cube tunnel (2007) - paintover on flat shaded geometry

Look

I played around with Photoshop to get a grip on a general idea for the lighting and colors. When I was satisfied with my reference image, I spent the next days implementing this look with post render effects.


The cube tower (2007) - paintover on flat shaded geometry

Cube tower 2 (2007) - Screenshot rendered with openGl


Postrender layers (2007) - Deconstructing render steps

We finished Malewitsch at the party place in Barcelona. I still remember this as one of my favorite demo scene events because of the wonderful familiar atmosphere and all the great people we met there.


Construction of the cube tower 2 (2007) - Screenshot rendered with openGl


Greetings (2007) - Screenshot rendered with openGl


The hole 4 (2007) - Screenshot rendered with openGl