January 30th, 2008
The tiny little 320×240 render of the plasma for the POV-Ray tutorial was a bit hard to see, so I did a render in 1920 x 1080 resolution for those of you interested in seeing the details. It’s still a bit compressed, but the image is a lot clearer. You’ll find it here: download the video.
Enjoy!
Tags: 1080p, cg, cgi, computer graphics, explosion, hd, media, plasma, POV-Ray, tutorial
Posted in 3D Tutorials, General | Comments Off on Plasma HD Render
January 28th, 2008
Why make games? Steve Meretzky, formerly of Infocom and currently of Blue Fang games, gives us all a reason to be in his speech “The Most Perfect Video Game”, presented at the Boston Postmortem:
Tags: blue fang, boston postmortem, computer games, hitchhikers guide, infocom, portal, valve, video games, zoo tycoon
Posted in General, Totally Off-Topic | Comments Off on The Most Perfect Video Game
January 25th, 2008
POV-Ray has some very powerful commands for rendering realistic plasmas and explosions, but not very many people know how to use them well. This tutorial will show you how.
[youtube:http://www.youtube.com/watch?v=CbxqIwk8-e0 350 292]
An turntable of a plasma cloud rendered in POV-Ray
UPDATE:
download the high-res version
Read the rest of this entry »
Tags: cg, cgi, clouds, computer graphics, explosions, fog, media, particles, plasma, POV-Ray, render, rendering
Posted in 3D Tutorials, General | 6 Comments »
January 18th, 2008

Click for larger view, or download the high-res image.
This image was 3D modeled in AC3D using the box modeling method. The textures were hand-painted (no photographs) in Corel Photopaint. The final image was rendered with Poser using image-based lighting.
Tags: 3d model, ac3d, aquarium, aquatic life, art, cg, cgi, computer graphics, corel, Gallery, Poser, sea horse
Posted in Gallery, General | Comments Off on Gallery: Sea Horse
January 17th, 2008
David Edery, Worldwide Games Portfolio Planner for Xbox Live Arcade, just posted an excellent article on developing compelling game demos for downloadable titles.
The best advice in his article? The trial is not just the first five minutes of your game. David recommends showing players the best parts of your game–not just the first part–to peak their interest.
If your game has an incredible mode that fires up anyone who plays it, but that mode is only encountered in the final third portion of the game, think about ways you can expose a slice of that mode during the trial experience. There’s no law that says a trial must begin at the start of a game. And there’s no law that says you should be forced to “level up” in a trial to the point at which you can finally enjoy the most fun aspects of a game.
Read the full article: How to Increase Trial, Improve Conversion Rate, and Sell More Games
Tags: demo, live arcade, trial, video games, xbla
Posted in General | Comments Off on Tips for Authoring Game Demos