Latest Entries

Bici Bee #145: Starcraft

I have been hard at work these past several days weeks months. My collector’s edition Starcraft 2 box is sitting right next to the computer, but I still could not even find time to finish the campaign (not to mention the multiplayer).

I usually manage to shell out half an hour a day or so, to watch some replays (comentated by Husky and HD Starcraft) of top tier players. This is my impression of how my game would look like.

Bici Bee #144: Multasking

Believe it or don’t, but there is actually a new episode of Bici Bee for you :) I just had this idea in my head for weeks and had to get it out somehow.

Thanks to Simeon for reminding me about Bici!

Good Times with Xbreaker

The project I am working on at the moment kept me out of the studio for most of the time recently. While I was away though, I did not want the computers to stay idle, so I set up some calculation-intensive experiments to render during my absence. Here’s one of them.

I have come across a fantastic Cinema 4D plugin called Xbreaker created by pariah Studios. It allows you to shatter pretty much any geometry into tiny pieces with just a few clicks. Add some physics, shaders, a bit of post in After Effects – and you got yourself a nice little visual experiment.

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Tutorial+Preset: Light Wall

Hello everyone! Yes, it is here – a long-delayed new tutorial from the June series. It’s been around 6 weeks since the previous tutorial, but I have been incredibly busy building a new kick-ass hi-tech intro for the tutorials… No. Not really. The truth is I have been working on multiple commercial projects and could not find any time off for neither leisure nor tutorials. As for the intro – I knocked it together in a few minutes at 4:00AM last night.

This tutorial is a hybrid between the Automated Light Rig and Scrolling LED Text. We will be building an animated image map driven light array that can be used for for either cool light effects or easily controlled particle emission.

While the entire project can be completed within After Effects, I will also jump into Cinema 4D every now and then and show you a very easy way for creating quite complex light arrays and importing them back into AE.

Music used in the trailer comes from Beck’s Cellphone’s Dead from the album The Information.
Music in the intro comes from… here.

Running time: 73min
Difficulty: Easy-Advanced (depending how much you want to learn :)
Required tools: After Effects
Optional software and plug-ins: Cinema 4D, Trapcode Particular, VC Optical Flares (or similar)

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Mona Lisa Revisions

I found this one on a Turkish t-shirt site geyikadam.com. It is so spot-on, that I decided to translate it into English and share with you all.

If you have ever worked on a commercial design project, you should get a good laugh out of it.

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Yo dawg, I heard you like compositing charts…

I usually like to build my compositions vertically, placing most of the data in a single timeline. It works most of the time, although sometimes results in skyscraper monstrosities like the nearly 1000 layer project I talked about a while back.

The ad I am working on right now required a different approach. I had to create pre-comps of pre-comps of pre-comps of some more pre-comps, constantly burying and digging up various elements. A timeline screenshot would not do it much justice, so I decided to share with you the flowchart view of the project.

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Still Swamped

I know many of you are still waiting for me to complete the two remaining tutorials promised for June. It seems however that it is going to take a while longer. Summertime is usually a very slow commercial season with not many TVCs being produced, so I naturally assumed I will have tons of free time to work on the tuts.

Things tend to work out not according to plan, though. I am still completely swamped with the projects for various clients and new ones just keep on coming. My current estimate is that I will be able to catch a break and record the next tutorial probably within 1-2 weeks, but only time will show if that’s realistic at all.

QubaHQ tutorials are quite important to me – just so you know, I have decided that I will not play a minute of Starcraft 2 until we get the next one online. And that’s a big commitment for me :)

Header photo by Ajfraser

gnctrkcll / Cornetto: 1+1

Here is a sequel to the gnctrkcll / Cornetto: text+talk ad released 7 days ago. Since it is a tag-on companion piece to the original ad, not much has changed in the department of decorative elements. You might notice, however, that the main character now got a girlfriend.

This one was produced in 4 days, right after completing the gnctrkcll: Kurucesme series. I would have posted it earlier, but I first had to catch up on sleep :)

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gnctrkcll: Kurucesme

This project is a not-so-distant cousin of gnctrkcll / cornetto project, and was produced over the weekend break between the two parts of its bigger relative. The main concept remained the same – a stop-motion actor, t-shirt with a character, busy background.

The character was, again, designed by Meni, but this time we were delivered ready frames from the agency and did not have much input on what it does. Instead I focused on creating a small library of cell-shaded 3D elements, later used to liven up the scene.

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gnctrkcll / Cornetto: text+talk

If we were to say just one thing about the making of this ad, we’d describe it as an extreme exercise in hardcore project management.

We were approached by Leo Burnett with two frames of a character design art, a concept for an ad with an animated t-shirt and 6 days to air time. We took the bait. Now, less than a week later, we are happy to present to you the latest ad for a joint promotion of Turkcell’s gnctrkcll and Algida’s Cornetto.

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