Entagma is a collection of resources (tutorials, example scenes, tech notes) that will help you acquire advanced skills in computer graphics. While working on commercial projects we often face unusual tasks that require unconventional techniques to get those jobs done. On Entagma we’d like to share the techniques we’ve been nerding out over and using in production, helping us to create advanced CG animation with a twist.
We publish a new video tutorial every second monday.
As with our commercial and personal work we’d like to focus on the boundaries between design and advanced CGI. Yes there might be some VFX involved, but always with an eye on aesthetics, communication and – design. We believe that any complex technology can thrive in the hands of creatives who know how to combine their artistic skills with the ability to leverage the strengths of their tools. That’s why we believe it is crucial for the modern designer to be fluent in both fields: Design AND technology. We hope you accompany us on our own learning path and together with us get a better grip of what’s possible in advanced 3D. Our goal simply is for you and for us to become better designers.
Changes his software packages more often than his shirts.
Manuel Casasola Merkle likes to dive deep into the ins & outs of contemporary CG research, burying his desk under piles of scientific papers. An avid Houdini & Blender user, Manuel keeps an open mind about tools and uses whatever it takes to get a job done, thus racking up quite diverse software skills such as VEX, Python, Houdini, World Machine, Metashape, 3D Coat, Krita, Fusion or ZBrush. When he’s not pondering over the state of 3D software in general, he is teaching computer graphics at Nuremberg Tech where he is professor for CGI. Recently he’s diving into high quality asset creation for photorealistic computer graphics.
Still thinks “Space: 1999” is the coolest thing that ever happened on German TV.
Be it pixels, hardware, code or cameras – if it’s interesting, Moritz is gonna take it apart. And sometimes even reassemble it. In his spare time he likes to dabble with code and create generative artwork. He claims his early exposure to QBasic is no help at all when working in Houdini, Blender, Processing or Arduino. But it might have been what started his fascination for the boundaries of code and art. When not wreaking havoc to any intriguing devices around him, he works as a freelance Technical and Art Director. His more recent areas of interest cover the use of scientific algorithms in generative design and the application of AI in creative fields.