Using 3ds Max 2010 under Windows 10, when panning the viewport, the mouse cursor frequently glitches away and the viewport pans off to nowhere. I worked around the issue by making some small changes in the binary, based on the disassembled x86 code. Wrapping mouse cursor behaviour in Windows tends to be tricky, and ends […]
Soldering iron set to 340°C. IC fixed in place with solder on one pin, then drag soldered the pins on both sides. Might work with lower temperature. Should’ve taped off the holes during soldering. Using the affordable Yihua 937D soldering iron, with a nice Plato HS-2752 soldering tip. MG Chemicals 836-P flux pen, and AIM […]
This post explains how to implement bayer dithering for reducing an image to a lower bits per color format in a practical manner. If you want a really theoretical explanation of dithering, just read the Wikipedia articles on dither and ordered dithering. For the purpose of this explanation we will be assuming our input graphics […]
Ingame screenshot of work-in-progress environment content provided by the Tempest in the Aether project. Working on the lighting and effects setup. Used as testing area for Polyverse, using the Ryzom Core engine. Assets kindly made available by Matthew Lagoe.
Made some music again at the global game jam this year.
Ingame screenshot of work-in-progress S-type asteroid landscape. Working on the texturing, landscape modeling and lightcycle effects. Character model used for testing provided by Winch Gate under CC-BY-SA.
Haven’t done any proper drawing in over a year now… Might start practicing more regularly again for a bit.
Current project, a new 3D printed figure for Tsunacon 2014, work in progress.
Tried out some more paints, this time comparing the results at different pressures as well. This time I’ve lowered the pressure just a bit to about 35 psi, which might still be a lot, but it’s always interesting to see what will happen. The first test is done with the gaianotes Surfacer EVO Flesh. Mixed […]